Jump to content
FORUMS
Stan

Introducing Voice Chat

Recommended Posts

YPVD7K3D0M3D1519167254517.jpg

Voice chat is finally available in Heroes of the Storm and this post by Blizzard will guide you through the basics of the system.

All players must opt-in to join the team voice channel at the start of a game or upon entering a draft lobby. If you don't have a microphone, you will still be able to hear your team. The voice chat tab in the options menu can be used to adjust all settings to your liking. Use the Test button to hear how you'll sound in-game and don't forget to set up your Push-to-Talk Key.

Blizzard LogoBlizzard (Source)

We’re excited to announce that voice communication is now available in Heroes of the Storm! Whether you find yourself in a draft lobby, partied with a friend or two, or with your whole squad in Team League, voice communication will free your hands from the shackles of typing and make it easier than ever to coordinate with your teammates. Before you head in-game to try it out, take a moment to learn how voice channels work in Heroes and get to know the various settings you can adjust to make voice communication your own.

Team and Party Voice

We’ve added voice channels to Heroes of the Storm to accommodate both party voice and team voice. If you’re in a party, you’ll automatically be added to your party’s voice channel, and only party members will hear what you have to say. The opposite is also true: if you’re in a partial party and using the party voice channel, you’ll be unable to speak to or hear allies outside your party unless you switch to the team voice channel.

By default, all players must opt-in to join the team voice channel at the start of a game or upon entering a draft lobby. A notification will appear in chat to remind you that team voice is available, and you can click it to easily join the channel. Keep in mind that voice channels—even party voice—are completely optional. You can use the new voice chat tab in the options menu to adjust auto-join settings and notification sounds to your heart’s content.

Voice Settings

DG73R7SNY4I91519146483626.jpg

Digging a bit further into voice settings, you can click the dropdown menus at the top to pick which device you’ll use to hear your allies’ voices, and set up the microphone you’d like to use for your own. You can click the Test button to hear how you’ll sound to your teammates in-game. However, even if you don’t have a microphone, you can still join party and team voice channels to listen-in as your allies make plans and shotcall.

As mentioned previously, the checkboxes under Auto-Join Voice and Notification Sounds on the left side of the voice chat options menu can be used to select which voice channels you’d like to join automatically during each game, as well as to enable or disable any voice notification sounds.

Click the Transmission Mode dropdown to decide whether you’d like to set your microphone to Push-to-Talk or Open Mic. When using push-to-talk, your allies will only hear you while you’re holding down your push-to-talk hotkey (the ` key by default). With open mic, they’ll hear everything you have to say. If you do opt for an open mic, you can adjust the sensitivity slider to stop your microphone from transmitting sound under a certain volume. Finally, run a quick test to make sure your mic is sounding good and your sensitivity is set correctly—broadcasting noise is a surefire way to get muted by your teammates!

In addition to push-to-talk, you can set up hotkeys to quickly switch between party and team voice channels, or to turn your microphone on and off. 

In-Game Voice

Outside of the voice chat options menu, you’ll see a voice widget appear in the top-left corner of most game menus. Clicking this widget will allow you to quickly join, switch, or leave a voice channel. Once you enter a game, you’ll find this widget on the tab screen.

You’ll also find microphone and speaker icons across from player names on the tab screen, which you can click to mute or unmute allies individually.

We’ve also added a new reporting option called Abusive Voice that you can use to report players specifically for misbehavior over voice. Additionally, we’ve implemented a voice silence penalty that’s separate from chat silence penalties. This means that players who are frequently reported for Abusive Voice can receive a voice silence, which will prevent them from speaking in team voice for the duration of that penalty. They can, however, still join the team voice channel to listen to allied comms, and can still join and use the party voice channel normally.

We hope the addition of voice in Heroes of the Storm will help you and your allies communicate more effectively on the road to your next string of victories, and perhaps make a new friend or two along the way.

Until next time, we’ll see you in the Nexus!

Share this post


Link to post
Share on other sites

Oh, so f-ing amazing, so wow, much excited. Now, let's see.

Potatoes who can barely control their heroes in mid plat - check

People telling me to kill myself - check

People telling me to kill myself twice as efficient over my speakers - now check

Me being reported for not joining fucking voice chat - NOW EFIN CHECK

Bliz pls. 

Edited by Jonar
  • Like 6
  • Haha 2

Share this post


Link to post
Share on other sites
21 minutes ago, Stan said:

 

Additionally, we’ve implemented a voice silence penalty that’s separate from chat silence penalties. This means that players who are frequently reported for Abusive Voice can receive a voice silence, which will prevent them from speaking in team voice for the duration of that penalty. They can, however, still join the team voice channel to listen to allied comms, and can still join and use the party voice channel normally.

How about preventing them from joining ranked games, huh? No? If not, I'm effin outta here.

Share this post


Link to post
Share on other sites

All the naysayers should realize that such systems have been in other Mobas like Dota 2 for years, moreover in other bliz games (Overwatch).    They work fine there, and add a lot to communication between teammates.

  • Like 1
  • Haha 3

Share this post


Link to post
Share on other sites
50 minutes ago, Migol said:

like Dota 2

Oh yes, I can still remember that from EU West - very loud, yet inaudible МИД и́ли ФИД shouting and all that Darude Sandstorm or хард басс blasting through the voice chat. The lack of voice chat was one of the reasons I switched to HotS when it launched.

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites
56 minutes ago, Migol said:

All the naysayers should realize that such systems have been in other Mobas like Dota 2 for years, moreover in other bliz games (Overwatch).    They work fine there, and add a lot to communication between teammates.

Not in quick play

Share this post


Link to post
Share on other sites

Well this f..in system won't work for EU since people are from different countries!  Here more than half of players are Russians n almost 99% of them can't speak English and maybe just eng n finally German players can speak since I know most of spanians can't speak too..here we also got people of West Asia since they can't match up with Chinese n Japanese people in Asia region....  so most of people can't speak English!even me! I just learnd bit to write haha

Share this post


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

Well this f..in system won't work for EU since people are from different countries!  Here more than half of players are Russians n almost 99% of them can't speak English and maybe just eng n finally German players can speak since I know most of spanians can't speak too..here we also got people of West Asia since they can't match up with Chinese n Japanese people in Asia region....  so most of people can't speak English!even me! I just learnd bit to write haha

Practice makes perfect :)

But yeah, I agree it's probably not going to work on the EU server with all the different languages. I turned it off for the time being - maybe I activate it by the time I have a group of friends to play with, even if I probably use Discord with those.

But with random teammates? No thanks.

 

Share this post


Link to post
Share on other sites

I could not turn this feature off fast enough. I've heard what sort of stuff gets said on MOBA chats and I have no interest in being a part of that. The irony about this is that the one segment of the player base that would find this useful, organized teams, they likely already have a discord server setup for this purpose. For random teams pinging and written chat is more than enough

Share this post


Link to post
Share on other sites

"I turned this off because other games were awful with it" Is the worst excuse. Do you not try any new restaurants because one time you got food poisoning? HotS has been years without a feature that is main-stay in any hard core gaming. Yeah, there will be trolls, so you mute them. The chance of having even one other player on your team be able to call out when they are diving/zoning/rotating will be incredible.

If you play QM or Vs AI, sure leave it off. But anyone trying to climb in HL better use it, because it will be a HUGE benefit to those that do.

Edited by Laragon

Share this post


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

"I turned this off because other games were awful with it" Is the worst excuse. Do you not try any new restaurants because one time you got food poisoning? HotS has been years without a feature that is main-stay in any hard core gaming. Yeah, there will be trolls, so you mute them. The chance of having even one other player on your team be able to call out when they are diving/zoning/rotating will be incredible.

If you play QM or Vs AI, sure leave it off. But anyone trying to climb in HL better use it, because it will be a HUGE benefit to those that do.

Any game that includes this feature is worse because of it and arguably the biggest mistake the Xbox 360 made was bundling in headsets with every console. The internet is a cesspit encompassing nothing but the worst of humanity and giving additional communication tools will do nothing but further enable abusive players. The one area where this would be beneficial, for organized teams, already has the tools setup to handle voice chat.

I'll give an example to back up my point. I used to work near people testing LoL and on test servers where the games mean nothing, while sitting within earshot of the people they were playing with people would be yelling at each other into headsets because someone was trying to reproduce a bug (aka doing their job) rather than playing perfectly. This is the type of people that use voice chat.

  • Like 1

Share this post


Link to post
Share on other sites

So, it's just sad that this is actually an amazing feature that's been missing for too long and I think it is actually very well done, but people are just mainly assholes that don't know how to use that properly so it will probably mostly be a joke feature than a real one... A real shame on the whole community and still good job Blizz, we still love you for caring about us and trying to believe in our redemption!

Share this post


Link to post
Share on other sites

Oh man what a bunch of whining douches in this thread O_o Always thought that people here are way more then that...

In a game so heavily dependant on team coordination voice chat is one of the best things that could happened. I couldn't count my games when I was pinging retreat to my team because I couldn't get to them on time before TF and they just plainly ignored it. After a 4v5 wipe they ask me why I wasn't with them. When I told them that I pinged and also WROTE IN CHAT not to engage until I come, the answer was like: "didn't see anything".

People that are focused on sth, get tunel-vision and they often don't see things that are under their nose.

Additional thing is that often ppl ignore pings because they don't understand them. Example - I see that 2 ppl disappeared mid. I immediately ping retreat to  Sylvanas that is pushing bot. But she ignores my ping because she thinks that I want her to join team or sth. Guess what happens next.

Yes - I could ping retreat + danger in the bushes but maybe Im in a middle of a fight myself ? Its so way easier just to quickly say "sylvanas back, they are coming" and it leaves no room for misunderstandings.

 

From time to time you will get some bad apples that will spoil your voice chat experience but its not even close of a reason to discard such precious option that blizzard is FINALLY giving us ;) I expect that games quality will raise very much after this addition. And "toxicity" will get lower because its way easier to BM someone on text chat then on voice.

Edited by Godeyes

Share this post


Link to post
Share on other sites
27 minutes ago, Godeyes said:

Oh man what a bunch of whining douches in this thread O_o Always thought that people here are way more then that...

In a game so heavily dependant on team coordination voice chat is one of the best things that could happened. I couldn't count my games when I was pinging retreat to my team because I couldn't get to them on time before TF and they just plainly ignored it. After a 4v5 wipe they ask me why I wasn't with them. When I told them that I pinged and also WROTE IN CHAT not to engage until I come, the answer was like: "didn't see anything".

People that are focused on sth, get tunel-vision and they often don't see things that are under their nose.

Additional thing is that often ppl ignore pings because they don't understand them. Example - I see that 2 ppl disappeared mid. I immediately ping retreat to  Sylvanas that is pushing bot. But she ignores my ping because she thinks that I want her to join team or sth. Guess what happens next.

Yes - I could ping retreat + danger in the bushes but maybe Im in a middle of a fight myself ? Its so way easier just to quickly say "sylvanas back, they are coming" and it leaves no room for misunderstandings.

 

From time to time you will get some bad apples that will spoil your voice chat experience but its not even close of a reason to discard such precious option that blizzard is FINALLY giving us ;) I expect that games quality will raise very much after this addition. And "toxicity" will get lower because its way easier to BM someone on text chat then on voice.

If people aren't responding to pings they likely arent going to listen to your voice instructions either. Pinging and text should be enough of a communication tool that this isn't needed and again just enables shitty behavior from whiny jerks. On top of that this was an option anyone that cared to have already would have in the form of discord, teamspeak or a variety of other options. No game has ever been improved by the addition of giving a megaphone to random shrieking teenagers 

  • Like 1

Share this post


Link to post
Share on other sites

You are so wrong that I dont even know where to start answering. But ok lets try to break it up...

 

1 hour ago, mada7 said:

If people aren't responding to pings they likely arent going to listen to your voice instructions either

So you just simply ignored what I said about tunel-vision and the fact that lots of players just DO NOT see pings (because they are focusing on hitting that stacks with Zul) or ignore them because they dont know WHY you use them. Yes they may ignore them also on voice but that is to be much less likely. Its enough for me.

 

Quote

Pinging and text should be enough of a communication tool

No its not enough because in heat of the battle you can't text people.

 

Quote

just enables shitty behavior from whiny jerks

So far about 95% opinions I heave read on official forum + reddit says otherwise.

 

Quote

On top of that this was an option anyone that cared to have already would have in the form of discord, teamspeak or a variety of other options.

Again wrong. Most of people (including me) won't  use 3rd party comm soft just to play for example a QM or HL game. But if the option is already in game (without no effort to use) I will gladly use it.

 

Quote

No game has ever been improved by the addition of giving a megaphone to random shrieking teenagers 

There are games that don't need a chat to play the correctly and efficiently. HoTS is NOT one of them. Since you can always turn off voice chat, it is just an ADDITION to help you play the game if YOU WANT.

 

And I want to say 1 more thing. I play video games on PC for 20 years now. Every true experience for me included voice chat and communication with people/friends/clan/etc. Only a very small percent of people I met/talked on voice gave me a bad taste in my mouth, which is the same as in real life.

Edited by Godeyes

Share this post


Link to post
Share on other sites

Pings make a sound and light up the map. If they aren't hearing the pings they arent hearing your voice.

The opinions Ive been seeing the most are that it's kept off by default for most people because the internet is full of toxic jerks

if you're not willing to use third party voice chat then it was obviously not terribly important. I've played a bunch of QM games and in general the feature seems to be widely ignored by the player base with teams having at most 2 people in the voice chat channel. It's a lot safer and more enjoyable to just not get into the muck that is voice chat. LoL voice chat is being insulted by shrieking teenagers, DOTA 2 voice chat is the same thing in Russian, and this voice chat, if it gets used, will likely be more shrieking teenagers. That's what voice chat in MOBAs are. I've worked with people testing LoL they will yell at each other over games that mean literally nothing on test servers while sitting next to the person they are yelling at.

  • Like 1

Share this post


Link to post
Share on other sites

I haven't played with the voice chat yet, but I am totally willing to try it out. People are definitely dogshit online, but even playing Team Fortress 2 or CoD with randos online, I've had random convos with cool people before, and especially in TF2, teamwork improves. It's not that hard to just mute somebody who is screeching into their mic, or playing porn audio, or blasting stupid music, or whatever other litany of dumb behavior I've seen in games before. If you have no interest in the feature, by all means, turn it off, but more features isn't a bad thing.

  • Like 1

Share this post


Link to post
Share on other sites

Useful for the ones that'll use it. Won't change a thing for the ones that do not want to use this feature. Honestly, I do not understand why so many players (not here alone, mostly referring to Reddit) are already on the brink of madness just because this feature exists.

If you are not comfortable with voice chat, just don't use it. You can cancel joining the voice right from the start of the match and still use chat / pings. So for players such as you this newly added feature should not make any difference. It just gives other players an alternative in terms of communication.

Also regarding the argument "people who wanted such a thing already have Discord etc":
There are lots of people who soloQ, wether in QM or Ranked. So things like Discord are meaningless to them since they do not have a team consisting of the same players. These guys, if they want to communicate per voice, definately will appreciate the newly added voice chat. You can communicate through voice now. Do this for one game and then move on to fight the next match with a completely new team.

There are definately things that turn voice chat into a mess: toxicity, language barrier etc. But saying this ruins the game right from the get go does not seem really seem to be the case. You still have the option to play the game like you used to. And other players have another option at their disposal for communication. So it is a win/win for all.

And with that I will enjoy the quietness of my games while still only using chat / pings.

Share this post


Link to post
Share on other sites
14 hours ago, PrivateJoker said:

I haven't played with the voice chat yet, but I am totally willing to try it out. People are definitely dogshit online, but even playing Team Fortress 2 or CoD with randos online, I've had random convos with cool people before, and especially in TF2, teamwork improves. It's not that hard to just mute somebody who is screeching into their mic, or playing porn audio, or blasting stupid music, or whatever other litany of dumb behavior I've seen in games before. If you have no interest in the feature, by all means, turn it off, but more features isn't a bad thing.

A problem with including it is that it could easily get to the point where it's join voice chat or you'll be reported. I play almost exclusively QM so that isn't likely to happen due to its casual nature but people playing hero league could easily end up pushing this on people as a pseudo mandatory feature

EDIT: And a quick browsing through reddit indicates that this is already a thing that people are doing

Edited by mada7
  • Like 1

Share this post


Link to post
Share on other sites

So I tried this out last night, and...no real problems over around 6 games?    This was hero league, and the bulk of the talking was actually in the draft where we discussed what we could play and what would be good to counter and whatnot.    However it was also very good to have in game when we had to make split second decisions (of particular note: "Guys they're down 2 for 30 seconds, take their boss!" sort of communication is much easier).

I did have one guy doing a faux transvestite troll attempt...ignored him, and we won the game anyway.    I don't see why people are so up in arms about a feature that's easy to use, and easy not to use.

Share this post


Link to post
Share on other sites
15 minutes ago, Fayte said:

Anyone meet girls on voice chat?  I'm curious to see how many girls playing this game will avoid voice chat to avoid harrassment

I've spoken a few times on voice so far and haven't come across anything out of the ordinary. Though that was mainly versus AI and the Hammer brawl, so that probably doesn't count for much.

I normally avoid voice chat like the plague, but mostly due to shyness than fear of harassment. However, a few friends have recently opened me up to voice chatting a bit, so since I'm already chatting with them during the game, it's not much of a stretch to speak to the random other people we group with.

I definitely prefer it for quick play-making than trying to type or even ping. I'm not fast enough for either mid-match, unless I'm already dead, of course.

Share this post


Link to post
Share on other sites

I play vs AI most of the time as people are there for fun / or to rush through a game so I'll enjoy some fun chats while relaxing now!
not sure I'll use it much in vs other players (will depend on brain level of others I guess like in OW) but will enjoy saying hi to my team in vs AI! 

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The Heroes Design team is looking for feedback on the latest Nexus Anomaly, the current thinking is to keep the Core changes permanently because they add unique flavor and cool moments to games, and this post focuses on the more controversial changes that have gone live for Structures, mainly Tower aggro.
      Main Highlights
      The team initially decided to pull out all of the Tower aggro changes in preparation for the next Anomaly, as they didn't think they were right for the game. Once they removed the system, they started receiving feedback from across the team that this was the wrong decision, and that Tower aggro changes made the game feel better. Left undecided, the Design team is currently looking for feedback, because they need to make a call soon, but they are not 100% sure what to do now. Would you like the Tower aggro changes permanently added to the game?
      (Source)
      Hello fellow Heroes!
      The Heroes Design team has been hard at work on our next seasonal content, including deciding what to do with the Call for Help Nexus Anomaly. We’re looking for feedback, and we wanted to take the time to give you some heavy insight into our thoughts, so strap yourselves in, this is going to be a doozy!
      Firstly, we have already decided that we like what the changes to the Kings Core have brought to our game, and we want to keep those. We believe they give our maps a unique flavor and they add some cool moments to games. This article will be focused solely on the more controversial changes that were made to Towers, Forts, and Keeps in regards to how they interact with enemy Heroes. We think a good place to start is with what our goals were when we changed the Tower Aggro system.
      We had two major goals with the system:
      We wanted players to feel like their Towers were “smart” about how they tried to protect members of their team. We have heard lots of feedback over the years that it’s frustrating that Towers will prioritize a nearby minion while an allied Hero is being attacked, and that this felt unintuitive, resulting in players being upset with their own structures for not helping them out.
      We wanted to create more interesting back and forth gameplay between Heroes in both Tower diving and town defense situations. Before this change, the defending team’s counter-play was to try to cast AoE abilities on enemy Minions so that they would die, effectively enabling their Towers to target the diving Heroes and protect them.
      We want to also point out that while the first point may not seem like much, it is a fairly big deal, and was the initial primary motivator for changing Tower aggro. It’s important when playing games that they “feel” right, and when they don’t it can be a big deterrent to player enjoyment. It’s why we spend a lot of time and effort on high quality visual effects, sound effects, models, animations, and creating counter-play through proper design. It’s all related, and we believe that games become great works of art when things feel like they’re all working together in a cohesive and awesome way.
      Where We Are
      Let’s talk about how we feel about where things currently stand. We had recently made the decision to pull out all of the Tower aggro changes, and our recent playtests have had them removed in preparation for the next Anomaly. The team didn’t feel that it was a clear enough win due to some design concerns which we will discuss later, and due to how controversial the changes have been overall. We’re committed to only keeping Anomalies that we truly believe are better for the game as a whole, and since we were also incredibly torn on this issue, we had decided to remove it.
      Then something interesting happened. Once we had removed the system, we started getting feedback from across the team that this was the wrong decision, and that the Tower aggro changes, although they had some issues, made the game, overall, feel much better. We ourselves also noticed that the games just felt better with the system on, which caused us to go back and ask ourselves: “are we making the right decision by taking this away?”
      After lots of debate, we’re still torn on the how we want to proceed. We need to make a call soon, so we’re asking for some feedback from you to help us decide. In the next and final section of this post, we’re going to outline what we like about the current system, what we don’t like, and some proposed changes to improve the system if we decide to keep it.
      What We Like
      We believe we succeeded in Towers feeling smarter as a defending player. They “feel” like they’re doing what they should be
      We believe we’ve created cool, high-tension moments when enemy Heroes dive under a Tower. We also like how attackers have some ability to manipulate who gets the Tower aggro to make intelligent, coordinated plays. We believe this can be even better with improvements in the future
      The combination on our end of being able to manipulate Tower damage and the stacking Armor debuff gives us a lot of room to manipulate exactly how we want these interactions to feel going forward, and gives us good tuning knobs to decide how much defensive power is from the Tower itself or from the nearby enemy Heroes who are there to defend it
      Issues With The Current System
      We believe Towers are currently too punishing to consistently create the cool, high-tension moments we described above. They currently hit too hard to make those moments happen as often or as long as we’d like them to
      Many players don’t like how much they have to change their behavior when near enemy Towers, particularly the ones near the Gates, mainly due to splash damage inadvertently causing Towers to attack them
      A lot of the map is now more dangerous than before, making it less possible to fight enemy Heroes, particularly in the early game. This exacerbates issues we already have with our desire to make the laning phase of the game more interesting
      When too powerful (which we believe it currently is), it disincentivizes players from pushing with their map objectives, which can make those moments feel less awesome
      Some players just like the way things have been for years, and don’t want such a large change to a fundamental aspect of the game. While not a commanding reason to never make changes, it is something we always try to keep in mind, and why we think the bar needs to be high in order to keep these kinds of fundamental changes to game systems
      Now that we’ve covered where we’re at, here are some potential ideas that we have been debating to help make things better if we decide to keep the changes. We could end up doing none of these or all of them, and we’re open to other ideas from you!
      Change all structures to prioritize Map Objectives before anything else Pros
      It would fix players not wanting to push with Map Objectives Cons
      It adds another rule that can be unintuitive for the defending players since they will not always be defended by their Towers, only most of the time, which can be confusing and goes against the primary goal of Towers “feeling” smart in how they work
      Towers don’t defend their teammates in the moments of the game when they need them most
      Change Tower aggro so that the front Towers prioritize Minions, but the Forts, Keeps, and Kings Core prioritize Heroes who attack other Heroes Pros
      The early game would better reward aggression and pushing, and less of the map would be as dangerous as it currently is with the new system Players could attack gates without feeling like their splash damage could get them into trouble Cons
      It adds complexity to the game with two different Aggro rules depending on the Structure
      Lower the damage that Structures do to Heroes Pros
      Towers won’t be as directly threatening themselves, which mitigates the issue of them being too punishing in the early game Players will have more time to be aggressive with Tower diving and less immediately punished when Towers initially start to shoot them It puts the onus of properly defending towns more on the defending team, which incentivizes interaction between heroes Cons
      It makes Towers weaker, which could result in Tower diving being too prevalent.
      These are our thoughts on the current Anomaly. Thanks again for taking the time to read through our ideas. We’re now looking for feedback on how you feel about the current system, whether or not you would like to go back to the old system and why, or other ideas on how to improve the current one. We want to make a choice in the near future about what to do, so please be a Hero and give us your feedback – it will greatly help us in our tireless pursuit of constantly improving this game that we all love playing together.
    • By Stan
      While there are no plans to bring back Haunted Mines at this time, reddit user RockNerd33 did a drum cover of the original Haunted Mines soundrack for everyone to enjoy.
      For illustration, here's the original Haunted Mines Soundtrack if you haven't heard it yet.
      (Source)
    • By Oxygen
      Our twenty-ninth Heroes of the Storm Meta Tier list for the month of December is here!
      The latest meta tier list for December 2019 is here!
      Welcome to another Icy Veins's Meta Tier List for the December 3 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame).
      Using the list
       
      Current ranked mode map rotation
       
      Current anomaly
      Experience Globes. For more information about this Anomaly, simply refer to our Anomaly guide.
       
      Meta picks
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer — Deathwing (new) (ban) — — — — — —  
      High-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer E.T.C. (ban) — Alarak (ban) Zeratul — Jaina Abathur (ban) Ana↓ (ban) Diablo (ban)   Qhira      Kael'thas (ban)   Anduin (ban) Garrosh (ban)         Sylvanas   Uther↑ (ban) Johanna (ban)                
      Mid-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer Anub'arak↓ Artanis Kerrigan Tracer Cassia Azmodan  Medivh Alexstrasza Arthas Chen↓ Maiev   Falstad Chromie Zarya Auriel Blaze Dehaka Malthael   Fenix Gul'dan   Brightwing↓ Mal'Ganis Imperius↓ Ragnaros   Greymane Junkrat    Deckard↓ Muradin Sonya Thrall   Hanzo Kel'Thuzad   Kharazim Stitches Yrel Varian   Lunara Li-Ming   Li Li Varian   Varian   Raynor Mephisto   Lt. Morales         Tychus Nazeebo   Lúcio         Valla Orphea   Malfurion         Zul'jin Zagara   Rehgar                 Stukov               Tyrande               Whitemane↑  
      Low-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer — D.Va Gazlowe Genji↓ Sgt.Hammer↓ Probius — —     Murky Valeera             The Butcher            
      Situational picks (map, team composition, or counterpick)
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer Cho'gall Leoric Illidan Nova — Cho'gall Tassadar — Tyrael Rexxar Xul Samuro     The Lost Vikings    
      Meta heroes define the metagame. They are very often banned or picked right away, as they generally dictate the pace of most drafts and matches.
      Generalists form the core of your team and are generally picked after Meta picks have been distributed. They tend to work on most maps, and as part of and against most team compositions. Since this group includes most heroes, I elected to split it into three tiers. High-tier rankings are a result of performance (i.e. win rates) and popularity (i.e. pick and ban rates). This means that heroes with high win rates can be set in low tier; the opposite may also be true.
      Situational picks shine on specific maps or as part of specific team compositions.
       
    • By Stan
      Blizzard released two new skins for Cassia and Tracer yesterday, but that did not stop community members from submitting their own skin concepts that are very well worth checking out! Here's Messenger Kharazim and Hades Ragnaros.

      Messenger Kharazim by Yasemin Baran (Source)

      Hades Ragnaros by Evangelos Callow (Source)
      Latest Heroes of the Storm News
      Heroes of the Storm Balance Patch: May 6th Mythic Pantheon Skins Now Live
    • By Stan
      A new balance patch has just hit the Nexus. Cassia and Tracer have been reworked and we have some changes to the latest Nexus Anomaly, Tassadar buffs, and more. Read on for more details!
      Earlier today, Blizzard released new skins for Cassia and Tracer. They went live before this patch.
      (Source)
      Heroes of the Storm has just been updated with Hero balance changes! Read on for details.
      Quick Navigation:
      General Collection Battlegrounds Heroes Rework Heroes Bug Fixes General
      Nexus Anomaly - A Call For Help Tower, Fort, and Keep structure damage reduced by 10%. Structures will only focus their attacks on enemy Heroes if they attack an allied Hero who is also in their range. Self-damage from Heroes will no longer cause structures to focus them. Periodic damage over time will no longer cause structures to focus Heroes. Return to Top
      Collection
      Awakened Dark Nexus Manta is now called Astral Dark Nexus Manta and vice versa, to better reflect their appearance. Return to Top
      Battlegrounds
      Hanamura Objective Missile damage increased from 1800 to 1900. Samurai Camp Laner version Health reduced from 8,000 to 7,200. Laner version Health scaling reduced by ~10%. Return to Top
      Heroes Rework
      Cassia
      Base
      Vitals Health reduced from 1840 to 1510. Health Regeneration reduced from 3.83 to 3.15. Basic Attack Attack range increased from 4 to 4.5. Weapon period increased from .75 to 1. Attacks per second reduced from 1.33 to 1. Damage reduced from 130 to 122. Lightning Fury [Q] Damage reduced from 175 to 150. Cooldown increased from 4 to 5 seconds. Mana cost reduced from 30 to 25. Additional functionality: Holds 2 charges. Blinding Light [W] Mana cost reduced from 70 to 50. Fend [E] Damage reduced from 39 to 34. Cast range increased from 5 to 6. Cooldown increased from 8 to 10 seconds. Mana cost increased from 40 to 50. Additional functionality: Avoidance remains active while Fend is channeling. Avoidance [Trait] Duration increased from .5 to .625. New functionality: While moving unmounted, gradually gain 30 Armor of the course of 3 seconds. Talents
      Level 1 Thunderstroke New functionality: Increase the damage of Lightning Fury by 25 and casting it grants 5 stacks of Avoidance. Quest: Every Hero hit increases the damage of Lightning Fury by 1. Impale Moved from Level 7. Additional functionality: Increases the cast range and AoE of Fend by 25%. It deals 50% more damage to enemies below 50% Health. Charged Strikes New functionality: Gain 20% Attack Speed. Every 3rd Basic attack deals 20% bonus damage to the target and bounces to nearby enemy Heroes. Level 4 Inner Light New functionality: Activate to heal for 25% of your maximum Health over 5 seconds. Heroes hit with Lightning Fury lower this cooldown by 10 seconds (70 second cooldown). Ring of the Leech New functionality: Basic Attacks against heal Cassia for 15% of the damage they deal. If an enemy is Blinded this affects Lightning Fury and Fend. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. Level 7 Seraph's Hymn New functionality: Increase the passive damage bonus of Blinding Light to 30%. Basic Attacks that hit enemy Heroes lower the cooldown of Blinding Light by 1.5 seconds and grant 10 Mana. Surge of Light Activation Damage increased from 210 to 300. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. New Talent: Debilitating Thrusts Enemies hit by Fend are slowed by 30% for 3 seconds. Level 13 Grounding Bolt Removed. Thundergod's Vigor Removed. Lunging Strike Removed. New Talent: Gloves of Alacrity Basic Attack range is increased by 1. Increase this to 2 while Avoidance is fully charged. War Traveler Moved from Level 7. New functionality: Gain 5% Movement Speed and if Avoidance is maxed gain an additional 10% Movement Speed and your Mount time becomes instant. New Talent: War Matron Cassia is Protected while channeling Fend and for an additional 1 second if the channel is completed. Level 16 Pierce Removed. Penetrate Removed. New Talent: Power Strike Lightning Fury pierces. Hitting an enemy Hero with Lightning Fury marks them for 15 seconds. Once a player has 3 marks, cast a free Blinding Light at their feet. New Talent: Static Electricity Gain 2 more charges of Lightning Fury. Fend launches a Lightning Bolt at nearby Heroes upon arrival. Level 20 Infinite Lightning Cooldown refund per bounce from 3 to 5 seconds. Imprisoning Light The main target is Blinded for 5 seconds. Enemies knocked back take damage and are Rooted and Silenced for 3 seconds. Titan's Revenge New functionality: Basic Attacks ignore Armor and while Avoidance is fully charged, deal 20% bonus Attack Damage. New Talent: Rockstopper Activate: Instantly fully charge Avoidance and increase the Armor bonus to 60 for 4 seconds (30 second cooldown). Return to Top
      Tracer
      Base
      Weapon Range reduced from 5.5 to 5. Damage reduced from 26 to 24. Pulse Bomb charge gained from Basic Attacks increased by 25%. Max Health increased from 1280 to 1330. Health Regen reduced from 5.3 to 2.71. Melee [W] Pulse Bomb charge increased from 5/10% to 6/12%. Recall [E] Cooldown reduced from 30 to 20 seconds. Amount of time to Recall reduced from 3 to 2 seconds. Duration of Recall increased from .75 to 1.25 seconds. Pulse Bomb [R] Target damage reduced from 360 to 288. AoE damage reduced from 180 to 144. Reload [Trait] Added functionality: Tracer gains 15% life steal on her Basic Attacks. Talents
      Level 1 Pulse Strike [W] Removed. Parting Gift [E] Moved from Level 4. Damage increased from 240 to 250. Added functionality: Each Hero hit by Parting Gift bombs grants 5% Pulse Bomb charge. Slipstream [E] Removed. Tracer Rounds [Passive] New functionality: Increase Tracer’s Basic Attack range by 10% (.5). Attacks against Heroes reveal a small area around them for 3 seconds. New Talent: One-Two Punch [W] Lower the cooldown of Melee by 1 second. It gains an additional charge with a 2 second cooldown between casts. Level 4 New Talent: Pulse Generator [R1] Sticking a Hero with Pulse Bomb regenerates 25% of max HP over 1.5 seconds and refunds a charge of Blink. Is That a Health Pack?! [Passive] Added functionality: Collecting a regen globe reduces the cooldown of Healing Fountain by 10 seconds. Leeching Rounds Moved from Level 13. New functionality: Increase the Life Leech on your Basic Attacks by 5% for each Blink charge you currently have. Level 7 Sleight of Hand [Trait] Moved from Level 16. Focus Fire [Trait] Moved from Level 16. Locked and Loaded [Trait] Moved from Level 16. Leeching Rounds Removed. Level 10 Quantum Spike [R] New Functionality: Deals an extra 6% of maximum health as damage to Heroes. Level 13 Jumper [Q] New functionality: Blink grants a shield equal to 6% of maximum health for 3 seconds. This shield stacks up to 3 times. While Blink has no charges remaining, its cooldown recharges 125% faster. Bullet Time [Q] Removed. Untouchable [Q/Passive] Moved from Level 4. New functionality: Passively increases the distance of Blink by 33%. Takedowns grant 5% increased Basic Attack damage, up to 30%. Stacks are lost on death. New Talent: Telefrag [E] Basic Attacks reduce the cooldown of Recall by .1875 seconds. After arriving at the recall destination, Tracer deals 160 damage and knocks back any nearby enemies. Level 16 Bullet Spray [W] Moved from Level 13. New Talent: Heavy-Handed [W] W reduces hero armor by 15 for 4 seconds. Ricochet Moved from Level 13. Bounce chance increased from 50 to 60%. Level 20 New Talent: Chrono Triggers [Q] Casting Blink causes Basic Attacks to consume no ammo for 1 second. Get Stuffed! [W] New functionality: Increase Melee’s Pulse Bomb generation against Heroes from 12% to 24%. Hitting a Hero with Melee while they have a Pulse Bomb attached causes it to explode instantly and knock them away. Total Recall [E] No longer increases the cooldown of Recall. Return to Top
      Heroes
      BRUISER HEALER MELEE RANGED Artanis Anduin Alarak Chromie Deathwing Brightwing   Jaina Dehaka Deckard   Li-Ming Imperius     Orphea Ragnaros     Probius Xul     Tassadar Return to Top
      Bruiser
      Artanis
      Base
      Health increased from 2470 to 2525. Health Regeneration increased from 5.14 to 5.26. Shield Overload [Trait] Shield amount increased from 375 to 385. Talents
      Level 1 Seasoned Marksman [Passive] Removed. Reactive Parry [W] New functionality: Damaging enemies with the first slash of Twin Blades grants Artanis 75 Physical Armor against the next enemy Hero Basic Attack. If the target is an enemy Hero, then the second slash grants Artanis an additional stack. Stores up to 2 charges. New Talent: Protector of Aiur [Passive] Quest: Basic Attacks against enemy Heroes increase Artanis’s Attack Damage by .1%. Takedowns grant 1% bonus damage. Level 7 Warp Sicknesss [E] Removed. Chrono Surge [E] Attack Speed bonus reduced from 75% to 40%. Additional functionality: Phase Prism Slows the enemy’s Movement Speed by 30% for 4 seconds. Return to Top
      Deathwing
      Base
      Health reduced from 2850 to 2750. Health Regeneration reduced from 5.94 to 5.73. Cataclysm [R1] Periodic damage reduced from 10 to 9. Talents
      Level 4 Heat Wave [W] Damage after using Incinerate reduced from 14 to 12 per second. Level 7 Firestorm [Z] Additional functionality: Reduce Deathwing’s landing cooldowns by 2 seconds. Skyfall [E] No longer reduces Deathwing’s landing cooldowns when hitting enemy Heroes. Healing increased from 2.5% to 3% maximum Health. Return to Top
      Dehaka
      Base
      Dark Swarm [W] Damage increased from 47 to 49. Talents
      Level 7 Constriction [Q] Removed. Paralyzing Enzymes [Q] Moved from Level 16. Adjusted functionality: Increase Drag duration by .5 seconds. After it ends, enemies hit are Slowed by 30% for 2.5 seconds. Level 16 New talent: Pack Leader [Z] While Dehaka is in a bush and for 5 seconds after leaving, he gains 20 Armor. Return to Top
      Imperius
      Talents
      Level 13 Pathetic Mortals [Q] Additional functionality: Reduce the Movement Speed of enemy Heroes hit by Celestial Charge by 25% for 4 seconds. Return to Top
      Ragnaros
      Talents
      Level 10 Sulfuras Smash [R1] Cooldown reduced from 80 to 60 seconds. Mana cost reduced from 75 to 70. Damage to enemies hit by its outer area increased from 198 to 250. Return to Top
      Xul
      Base
      Basic Attack damage reduced from 100 to 95. Spectral Scythe [Q] Damage reduced from 210 to 200. Raise Skeleton [Trait] Damage done when Skeletal Warriors die reduced from 50 to 46. Talents
      Level 4 Jailors [Trait] Movement and Attack Speed bonuses reduced from 40% to 30%. Level 13 Echoes of Death [Q] Damage from additional scythes reduced from 60% to 40%. Level 16 Decrepify [Q] Slow amount reduced from 40% to 30%. Return to Top
      Healer
      Anduin
      Talents
      Level 4 Holy Reach [E] New functionality: Increase the Root duration of Chastise from 1.25 to 1.5 seconds. After hitting an enemy with Chastise, Anduin’s next Basic Attack deals 75% more damage and heals allied Heroes near him for 100. Level 13 Speed of the Pious [W] Additional functionality: Each allied Hero healed by Divine Star on its return to Anduin reduces its cooldown by 1 second. Enchant Boots - Lion's Speed [Trait] Additional functionality: Allies pulled by Leap of Faith are healed for 280 over 4 seconds. Push Forward! [Passive] Now labelled as a Chastise talent [E] Additional functionality: While gaining 20% bonus Movement Speed, Chastise’s cooldown recharges 25% faster. Level 20 Desperate Prayer [Active] No longer places Flash Heal on a 10-second cooldown. Return to Top
      Brightwing
      Base
      Polymorph [W] Slow amount increased from 25% to 30%. Pixie Dust [E] Spell Armor amount increased from 25 to 30. Phase Shift [Z] Cooldown reduced from 60 to 50 seconds. Healing increased from 20% to 25% maximum Health. Talents
      Level 1 Hyper Shift [Z] Cooldown reduction reduced from 2 to 1.5 seconds. Level 4 Magic Spit [Passive] Cooldown reduction increased from 5 to 6 seconds. Level 7 Critical Mist [Trait] Healing increased from 150 to 165. Return to Top
      Deckard
      Base
      Health increased from 1700 to 1780. Health Regeneration increased from 3.54 to 3.71. Talents
      Level 1 Scroll of Identify [E] Quest requirement reduced from 16 to 14 enemy Heroes hit. Level 4 Ruby [Active] Cooldown reduced from 20 to 10 seconds. Level 10 Lorenado [R2] Cooldown reduced from 40 to 30 seconds. Mana cost reduced from 40 to 35. Return to Top
      Melee Assassin
      Alarak
      Talents
      Level 1 Sustaining Power [E] Removed. New Talent: Overwhelming Power [Q] After hitting an enemy Hero with Discord Strike, Alarak gains 40% Attack Speed and his Basic Attacks heal him for 50% of the damage dealt for 4 seconds. Level 7 Hindered Motion [W] Slow amount increased from 25% to 30%. Return to Top
      Ranged Assassin
      Chromie
      Base
      Dragon's Breath [W] Damage increased from 204 to 215. Talents
      Level 5 Bronze Talons [Q] Damage bonus increased from 40% to 50%. Mobius Loop [W] Cooldown reduction increased from 1.75 to 2 seconds. Level 8 Slowing Sands [R1] Slow amount increased from 5% to 7% per stack. Maximum Slow amount is still 70%. Level 14 Quantum Overdrive [Active] Spell Power bonus increased from 25% to 30%. Level 20 Blessing of the Bronze [Active] Cooldown reduced from 90 to 30 seconds. Cooldown reduction when hitting enemy Heroes with Sand Blast reduced from 8 to 1 second. Return to Top
      Jaina
      Talents
      Level 16 Snowstorm [W] Damage bonuses increased from 30%/70% to 50%/100%. Return to Top
      Li-Ming
      Talents
      Level 10 Disintegrate [R1] Cooldown reduced from 30 to 20 seconds. Wave of Force [R2] Cooldown increased from 20 to 30 seconds. Return to Top
      Orphea
      Base
      Shadow Waltz [Q] Cooldown reduced from 6 to 5 seconds. Mana cost reduced from 40 to 35. Chomp [W] Damage increased from 285 to 305. Dread [E] Additional functionality: Enemies hit by Dread’s wave are Slowed by 25% for 2 seconds. Talents
      Level 1 Growing Nightmare [E] New functionality: Increase Dread’s eruption damage by 40%. Quest: Hit 3 enemy Heroes with a single cast of Dread’s eruption. Reward: Permanently increase Dread’s eruption damage by an additional 25% and increase the Slow amount of Dread’s eruption by 15%. Level 4 Chaotic Assault [Trait] Bonus damage increased from 50% to 75%. Level 13 Abyssal Symbiosis [W] Additional functionality: Hitting an enemy Hero with Chomp grants Orphea a 180 Shield for 3 seconds. Level 16 Dead Magic [Trait] Damage reduced from 115 to 95. Now also does damage to the primary target. Lurking Terror [Active] Slow duration increased from 1 to 1.5 seconds. Return to Top
      Probius
      Talents
      Level 1 Warp Resonance [W] Quest requirement reduced from 10/20 enemy Heroes hit with Warp Rift explosions to 8/16. Level 4 Photon Barrier [E] Spell Armor bonus increased from 30 to 40. Level 7 Particle Accelerator [Q] Damage increased from 10% to 15% per stack. Level 10 Null Gate [R2] Cooldown reduced from 30 to 25 seconds. Level 20 Gate Keeper [R2] No longer has a restriction allowing 1 Null Gate at a time. Return to Top
      Tassadar
      Base
      Health increased from 1550 to 1650. Health Regeneration increased from 3.23 to 3.44. Shock Ray [Q] Slow amount increased from 25% to 30%. Force Wall [E] Cooldown reduced from 21 to 18 seconds. Mana cost reduced from 70 to 65. Cast time reduced from .1 seconds to .0625 seconds. Birth time reduced from .5675 seconds to .5 seconds. Resonance Beam [Trait] Slow amount increased from 10% to 15%. Talents
      Level 1 Static Charge [Q] Bonus damage per stack increased from 4 to 5. Maximum bonus damage increased from 200 to 250. Khaydarin Amulet [Trait] Damage to additional targets increased from 50% to 75%. Level 4 Induction [Q] Movement Speed bonus when casting Shock Ray increased from 15% to 20%. Movement Speed bonus when hitting an enemy Hero increased from 25% to 30%. Level 16 Executor's Will [Active] Spell Power bonus increased from 15% to 20%. Return to Top
      Bug Fixes
      General
      Fixed an issue where locked talents could appear to be able to be selected in game, causing confusion. Heroes
      Cho'gall Disconnected player replacement A.I. for Gall will no longer become passive. Deathwing Disconnected player replacement Deathwing A.I. will no longer becomes stuck in the air during Dragonflight. He will land in Destroyer form once he reaches full health. Disconnected player replacement Deathwing A.I. will use Dragonflight in place of Hearthstone to heal, unless Dragonflight is on cooldown. Murky Fixed an issue that caused Murky A.I. to continually attempt to place an egg outside of follow leash range. Nova Nova Holo Decoys no longer incorrectly take triple damage. They now correctly take double damage. Tassadar Shadow Walk now has proper fat finger protection. Zagara Fixed an issue with Zagara A.I. becoming stuck in the Nydus Worm if the player disconnects. Cassia and Tracer have been reworked in the latest Heroes patch.
×
×
  • Create New...