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InvenGlobal Developer Interview

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InvenGlobal recently sat down with Production Director Kaeo Milker and Lead Hero Designer Matt Villers to talk about Deckard Cain, 3rd bans, Hero price reductions, and more!

  • Heroes of the Storm was originally a custom StarCraft 2 map. StarCraft 2 is mostly story-driven and when they decided to make HotS a separate game, they focused on gameplay and left the story out of it. (We learned at the PAX East 2018 Heroes panel that Blizzard plans to add more story (lore) to the game in the future).
  • It takes anywhere from 6 to 9 months to make a new Hero. Deckard Cain's kit was finalized 6 months ago.
  • The number of Heroes they want to add to the Nexus is well over 100, but they're working on 8-10 Heroes at any given time in various stages.
  • They don't have any time frame for Raynor's rework.
  • We can expect more Multiclass Heroes in the future.
  • Deckard Cain can fill the role of a solo Support.
  • They want to bring more Support Heroes to the game.
  • They're keeping a close eye on mobile Heroes (Genji, Hanzo, Tracer), because they can feel frustrating to play against.
  • Nearly half of the Hero pool is at 10K gold right now and they're planning to fix that soon to make them more affordable.
  • Hanamura is still being worked on and they're not ready to announce an exact date of the map's comeback.
  • The team is exploring the option of a 3rd ban, but they want to do it when it feels "right for the game".
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1 hour ago, MasterKast said:

noob question: wth is "3rd ban" ?

In ranked (and unranked), both teams can ban 2 heroes each before and during picking their heroes in order to (hopefully) trip up the enemy team or to make sure the over-powered/frustrating-to-counter heroes cannot be picked. Since the hero pool is larger now, it feels that 2 bans may not be enough so peeps have been asking for a 3rd one.

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I wonder what is the future of multiclass, considering what a clusterfuck Varian is. As for specialists, they should change that classification after the 2018 changes. I'm honestly surprised that no one asked about that.

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3rd ban would be nice, have already so much heroes to be viable, and hope that Hanamura map never come back, I really hate it. 

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3 hours ago, MurkyFelix said:

In ranked (and unranked), both teams can ban 2 heroes each before and during picking their heroes in order to (hopefully) trip up the enemy team or to make sure the over-powered/frustrating-to-counter heroes cannot be picked. Since the hero pool is larger now, it feels that 2 bans may not be enough so peeps have been asking for a 3rd one.

oh i tought it had something to do with ban player, kinda like they did on OW. 

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13 hours ago, Stan said:

They don't have any time frame for Raynor's rework.

Poor lad. No love for Jimmy. I can assume then we won't be seeing The Lost Vikings being rework this year either.

13 hours ago, Stan said:

They're keeping a close eye on mobile Heroes (Genji, Hanzo, Tracer), because they can feel frustrating to play against.

Yes, THANK YOU. I'm really tired of this "Heroes of Overwatch" where there is always Genji / Hanzo / Tracer in the enemy team.

5 hours ago, Dejo93 said:

I wonder what is the future of multiclass, considering what a clusterfuck Varian is. As for specialists, they should change that classification after the 2018 changes. I'm honestly surprised that no one asked about that.

I actually did a post in the Blizzard forums regarding an idea I had for a Multiclass Rexxar rework. You can check it out if you want.

The problem with Multiclass is that while they can provide a wildcard due their flexibility, it is incredible difficult to balance. Varian has been an issue ever since his release, where he was either too powerful and too weak.

Regarding Specialists, the class description already says "Masters of Unconventional Warfare". What would be there to change?

Edited by Valhalen
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6 hours ago, Valhalen said:

Poor lad. No love for Jimmy. I can assume then we won't be seeing The Lost Vikings being rework this year either.

Yes, THANK YOU. I'm really tired of this "Heroes of Overwatch" where there is always Genji / Hanzo / Tracer in the enemy team.

I actually did a post in the Blizzard forums regarding an idea I had for a Multiclass Rexxar rework. You can check it out if you want.

The problem with Multiclass is that while they can provide a wildcard due their flexibility, it is incredible difficult to balance. Varian has been an issue ever since his release, where he was either too powerful and too weak.

Regarding Specialists, the class description already says "Masters of Unconventional Warfare". What would be there to change?

Read that Rexxar rework, loved it. Might be a bitch to balance but hey.

 As for my specialist idea, it's because of their gameplay, since summoning minions and pushing isn't as effective as it was, since ammo was removed.

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5 minutes ago, Dejo93 said:

Read that Rexxar rework, loved it. Might be a bitch to balance but hey.

 As for my specialist idea, it's because of their gameplay, since summoning minions and pushing isn't as effective as it was, since ammo was removed.

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

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17 minutes ago, Valhalen said:

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

We have a hero like that. He's called Nature's Prophet :^)

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15 hours ago, Hypersonic said:

3rd ban would be nice, have already so much heroes to be viable, and hope that Hanamura map never come back, I really hate it. 

Well, you really hate how it is in the game right now! But they said it already felt significantly different the way they had it running in-dev. So hopefully when it does come back, you will be able to enjoy yourself more.

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5 hours ago, Dejo93 said:

We have a hero like that. He's called Nature's Prophet

*Confused, I Google what or who you were even talking about with saying 'Nature's Prophet' in the first place.* 

Really?... I'm pretty sure we're on a forum site reading and talking about Heroes of the Storm. right?

NOT DotA2, Right?

I think you forgot that when you wrote this comment, Dejo. So no, 'We' don't have a hero like that. I would guess you DotA2 players do from you saying this.

 

Edited by CyberDVonaven

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17 hours ago, Valhalen said:

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

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19 minutes ago, SteveFrost said:

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

That's exact the point of Heroes that summon minions, be a nuisance.

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9 hours ago, SteveFrost said:

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

You get nothing but most of them also have a timer and they just die off on their own. I think the only ones that don't have a timer are Azmodan's Ultimate that spawns a bunch a demons, and that Ultimate is not very good compared to the damage output of the other one over the course of a game, so I don't think any of those are a problem.

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On 11/4/2018 at 2:37 PM, Valhalen said:

That's exact the point of Heroes that summon minions, be a nuisance.

21 hours ago, EDL666 said:

You get nothing but most of them also have a timer and they just die off on their own. I think the only ones that don't have a timer are Azmodan's Ultimate that spawns a bunch a demons, and that Ultimate is not very good compared to the damage output of the other one over the course of a game, so I don't think any of those are a problem.

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

 

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46 minutes ago, SteveFrost said:

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

Yeah, I think that a very small amount of XP would be fair indeed. If anything, I think that killing Abathur's Ultimate EvolutionUltimate Evolution should also award XP.

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3 hours ago, SteveFrost said:

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

 

I think maybe anything that doesn't time out COULD, give some exp, probably not a lot because I personally don't think that the characters we're talking about are a concern versus bigger playmakers like ETC(nobody seems to have anything bad to say about ETC somehow and yet he's been super strong for a very long time, I find this curious). Locusts I really don't think should give any exp because they actually matter a lot to make Abathur viable in any meaningful way as making that experience gap is the goal of the character while mitigating the lack of team fight presence as much as possible. He obviously can bring meaningful teamfight contributions by contributing at key moments, but not having a body to tank any damage definitely is a big drawback that I think justifies his locusts being a one-sided advantage over the other team.

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      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.

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