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Update on Community Feedback: Apr 10

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Game Director Alan Dabiri admitted that the Heroes of the Storm team does not interact with the community on a regular basis to talk about the game, but improvements are well underway.

The Heroes of the Storm team has been internally discussing various topics like ranked play or matchmaking improvements, but failed to share their thoughts and plans with the community. Game Director Alan Dabiri apologized for the lack of communication and promised improvemenets in the coming days, starting with a blog post and a follow-up Reddit AMA. The goal is to improve communication with the Heroes of the Storm community through regular blog posts, livestreams, or AMAs.

Blizzard LogoBlizzard (Source)

Hi guys,

We’ve been reading through a lot of the conversations that have been happening in the Heroes community about various topics like ranked play and matchmaking improvements. While we’ve been discussing some of these areas internally for some time, we definitely haven’t done a great job of communicating our thoughts and plans with you, and for that we apologize.

However, we do have thoughts that we’d like to share with you on some of these topics, and we’d like to start with a blog post we're looking to get posted in the next couple days. This blog post will focus on several of the most commonly discussed topics we've seen. We want to follow it up with a Reddit AMA on the Heroes subreddit a day or two after the blog post. That should help us dive into even more of your questions that we may not have answered in the blog.

As always, we really appreciate everyone who takes the time to share constructive feedback with us about the game. We're going to keep working on improving our communication with you guys. We’re looking forward to talking with you more this week, so keep an eye out for our blog and Reddit Q&A over the next few days.

Thanks.

Is it possible for the community blog post to become a weekly or bi-weekly thing in the future? I think the Overwatch team clearly demonstrates that communicating with your playerbase on a regular basis can really help the playerbase know that their feedback is being listened to.

Yeah, it's definitely something we want to do more of. We've talked about doing regular blog posts, livestreams, or AMAs in the past. We just haven't delivered on those plans yet. We'll try to do better here!

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Certainly about time. Very glad Alan stepped up and finally said something. I hope this can continue in the future.

On a different topic... WHERE ARE THE FENIX NERFS?

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Pardon my language, but the Blizzard fan community is very bitchy. Always complaining. I've been seeing dozen and dozen of topics with the same complaints, in a very rude manner, calling the devs "incompetents" and such.

Really, Blizzard has always done a great job with community feedback as part of their design philosophy, something 70% of the game developer industry doesn't do. But yeah, they can't always attend the nitpicks of a crybaby community who says the game is dying (the typical move of a Blizzard player; "WoW is dying", "Diablo is dying", "HotS is dying") because of some issues the devs already told they're working on.

Not to mention the 1290314 topics complaining about Fenix being OP, and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

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The problem with Fenix is that anyone who played him immediately knew 100% that he's OP. How does something like that get live unless they intentionally wanted to make him overpowered all other characters? Not sure why anyone would be ok with the devs doing that to any game. The same could be said about Maiev's release. This makes it look like a new standard practice to purposely and clearly OP any new character for new sales. If this happens with a monthly release, then would the game have more than 1 week releatively balanced at a time if this keeps up? Seems like an odd and self destructive model to me.

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37 minutes ago, Valhalen said:

Pardon my language, but the Blizzard fan community is very bitchy. Always complaining. I've been seeing dozen and dozen of topics with the same complaints, in a very rude manner, calling the devs "incompetents" and such.

Really, Blizzard has always done a great job with community feedback as part of their design philosophy, something 70% of the game developer industry doesn't do. But yeah, they can't always attend the nitpicks of a crybaby community who says the game is dying (the typical move of a Blizzard player; "WoW is dying", "Diablo is dying", "HotS is dying") because of some issues the devs already told they're working on.

Not to mention the 1290314 topics complaining about Fenix being OP, and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

You must be new to the Internet 

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Fenix nerfs are needed for sure, though to me, the most important question is: When will Deckard Cain be on the PTR? I'm really looking forward to him. :)

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1 minute ago, Lampanelli said:

Fenix nerfs are needed for sure, though to me, the most important question is: When will Deckard Cain be on the PTR? I'm really looking forward to him. :)

He's waaaay overtuned, just like Ming and Genji were on release

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13 minutes ago, Morcalivan said:

The problem with Fenix is that anyone who played him immediately knew 100% that he's OP. How does something like that get live unless they intentionally wanted to make him overpowered all other characters? Not sure why anyone would be ok with the devs doing that to any game. The same could be said about Maiev's release. This makes it look like a new standard practice to purposely and clearly OP any new character for new sales. If this happens with a monthly release, then would the game have more than 1 week releatively balanced at a time if this keeps up? Seems like an odd and self destructive model to me.

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

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Then they need to bump up that third ban time table because then it's essentially just two bans for one team and one ban for another if the new monthly character is automatically OP and therefore a sure ban. Takes the choices out of banning, robbing a team of one of their bans. Still doesn't stop a team from getting an extra ban on the other, but at least gives a team back their 2 bans. Or auto-ban new heroes until after a month of being released from league.

Edited by Morcalivan

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19 minutes ago, Morcalivan said:

Then they need to bump up that third ban time table

Now I don't play Hero League that much, but I feel like even 4 bans would be overall more interesting for the game. That would block 8 heroes and make players use a wider variety of heroes in general. In Oxy's latest Meta Tier list there are 10 heroes in total in Prime Tier, which would pretty much MAKE people consider other heroes more [on a side note, I'm not sure if making people do sth is the right way, but let's leave that for now].

I feel like it's the same heroes all the time, on almost every map. Even when you watch HGC, you can see a very narrow roster. Basically every time a less popular hero is drafted, it becomes qutie an event - like Illidan some time ago (HGC China I believe, Towers of Doom).

As for the voice of community, it is not always good and beneficial to listen to it. What people want is not always what is best for the game.

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3 hours ago, Valhalen said:

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

I'm not sure their intent is this malicious. I think a balance/design philosophy where you ere on the side of making a thing stronger, and scaling it back as necessary, is smarter than erring on the side of caution. If they made every new hero shit, and then tried to buff them later, chances are they'd just overbuff them, and have to nerf them again later. It's a lot easier to look at what a hero CAN do (perhaps too well) and balance that, rather than look at all the infinite things it CAN'T do, and try to add things.

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41 minutes ago, PrivateJoker said:

I'm not sure their intent is this malicious. I think a balance/design philosophy where you ere on the side of making a thing stronger, and scaling it back as necessary, is smarter than erring on the side of caution. If they made every new hero shit, and then tried to buff them later, chances are they'd just overbuff them, and have to nerf them again later. It's a lot easier to look at what a hero CAN do (perhaps too well) and balance that, rather than look at all the infinite things it CAN'T do, and try to add things.

Yes, but this can easily "trigger" the community. Releasing an undertuned Hero and then buffing them in the following patches is better than releasing an overtuned Hero and then nerfing.

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4 hours ago, Valhalen said:

Yes, but this can easily "trigger" the community. Releasing an undertuned Hero and then buffing them in the following patches is better than releasing an overtuned Hero and then nerfing.

Sure, but at the end of the day, Blizzard is a business, and HotS isn't exactly their biggest cash cow. They dedicate their time and resources to making as few adjustments as they can, so they can also have time to keep adding new heroes, battlegrounds, skins, etc. Hurling more resources at development just to make the internet stop crying, is not good business. The internet will always find something to cry about, and the game is free, so they don't exactly have to prove their good will to the community. And if you really want them to spend more time on balancing heroes in a particular manner, it would slow down the release of new content. We literally just had reworks for Medivh and Sonya replace a new hero release, in case you're not sure that would actually happen. And if they wanted to just hurl money at the issue, and hire more employees, they could always start charging for the game, instead of letting everyone play it for free. Blizzard loves their games, but they're not in the business of losing money.

Edited by PrivateJoker

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16 hours ago, Valhalen said:

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

This is pretty much the norm in every similar game, not just HotS. I've seen it in HoN of Newerth, LoL of Legends, Smote, Infinite Crisis and Supernova (rip the latter 2 :( ). You can indefinitely argue whether it's intentional or not but overall, it really seems to be the former cause the only other explanation would be that the devs everywhere are (censorship) and don't read a character in this state imbaOPbroken.

16 hours ago, Valhalen said:

 

Not to mention the 1290314 topics complaining about Fenix being OP,

Liked just because of that sentence

12 hours ago, VegaPl said:

Now I don't play Hero League that much, but I feel like even 4 bans would be overall more interesting for the game. That would block 8 heroes and make players use a wider variety of heroes in general. In Oxy's latest Meta Tier list there are 10 heroes in total in Prime Tier, which would pretty much MAKE people consider other heroes more [on a side note, I'm not sure if making people do sth is the right way, but let's leave that for now].

I feel like it's the same heroes all the time, on almost every map. Even when you watch HGC, you can see a very narrow roster. Basically every time a less popular hero is drafted, it becomes qutie an event - like Illidan some time ago (HGC China I believe, Towers of Doom).

As for the voice of community, it is not always good and beneficial to listen to it. What people want is not always what is best for the game.

More bans would definitely help create some diversity imho, cause right now competitive is being ruled by 10-12 Heroes at most. I think they should also change the rulings in competitive even more, like making it so a team can't go with the same choices of maps beyond 1-2 matches because diversity in maps currently is the same as in Heroes.

7 hours ago, PrivateJoker said:

Sure, but at the end of the day, Blizzard is a business, and HotS isn't exactly their biggest cash cow. They dedicate their time and resources to making as few adjustments as they can, so they can also have time to keep adding new heroes, battlegrounds, skins, etc. Hurling more resources at development just to make the internet stop crying, is not good business. The internet will always find something to cry about, and the game is free, so they don't exactly have to prove their good will to the community. And if you really want them to spend more time on balancing heroes in a particular manner, it would slow down the release of new content. We literally just had reworks for Medivh and Sonya replace a new hero release, in case you're not sure that would actually happen. And if they wanted to just hurl money at the issue, and hire more employees, they could always start charging for the game, instead of letting everyone play it for free. Blizzard loves their games, but they're not in the business of losing money.

I try to walk the thin line of being neither a Blizzard white knight nor a hater. Blizzard has built a great reputation and rightfully so, being able to deliver top notch quality (games, stories, cinematics etc) to the point where people would buy even a can of literal poop if it was labeled "Blizzard Entertainment" (especially the Collector's Edition). BUT (yes, there is a but) seems like they go too far in trying to milk their fanbase sometimes, especially the most loyal ones. One glaring example is none other than HotS original release; the pricing with in-game currency was just too much with how you earned it, everyone I knew (most being moba freaks, having started with DotA All-Stars like the one appearing below) agreed it was THE worst grind system in a game ever; it practically felt like they wanted to force you into putting money in. New system is much much better, something others can learn from. In a nutshell, they're the Starbucks of vidya games.

As for HotS "dying" it simply won't if Blizz doesn't want it to; they have their other successful titles to draw resources from if needed (which would most likely be a last resort) but the game feels healthy (competitive scene with Blizz making novelties in e-sports foundation, they expanded recently with the entrance of China, a huge market, game has many refreshing elements etc). If staff numbers is an issue, I'd like an increase but oh well.

And to get to the subject in hand, I certainly welcome this approach, communication is key for most things-bad apples will always exist.

P.S. Who's willing to bet we'll hear nothing about a Raynor rework? I already know a guy.

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9 hours ago, SteveFrost said:

More bans would definitely help create some diversity imho, cause right now competitive is being ruled by 10-12 Heroes at most.

This is pretty much what I meant - only a handful of heroes.

9 hours ago, SteveFrost said:

I think they should also change the rulings in competitive even more, like making it so a team can't go with the same choices of maps beyond 1-2 matches because diversity in maps currently is the same as in Heroes.

Funny you should say, because I thought the exact same thing the other day. Imagine a rule of unique drafts throughout every phase, i.e. in every best of 3 or best of 5 phases, you could only pick a given hero once. So basically, if you go with Malf in the first game, you will need to use somebody else later. It does sound a bit forced, but I'd rather see that then same heroes every game.

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On 4/10/2018 at 12:46 PM, Valhalen said:

and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

WHAT!?! O_O >:(

Who the F*CK are these blind ass sh*ts that are saying such things about my woman! Alex is the best damn looking total (D)MILF there is!! (...other then Tyrande.) If they DARE change her sexy sexy hips and amazing figure I'm gonna be SO MAD!!! (especially in the 'Master' skin outfit. Whoo!) And the only thing 'fat' about Alex is that "p.h.a.t." ass <3 ;).

Edited by CyberDVonaven
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2 hours ago, CyberDVonaven said:

WHAT!?! O_O >:(

Who the F*CK are these blind ass sh*ts that are saying such things about my woman! Alex is the best damn looking total (D)MILF there is!! (...other then Tyrande.) If they DARE change her sexy sexy hips and amazing figure I'm gonna be SO MAD!!! (especially in the 'Master' skin outfit. Whoo!) And the only thing 'fat' about Alex is that "p.h.a.t." ass <3 ;).

They won't, don't worry. T H I C C  Dragon Mama will remain E X T R A  T H I C C.

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22 hours ago, VegaPl said:

This is pretty much what I meant - only a handful of heroes.

Funny you should say, because I thought the exact same thing the other day. Imagine a rule of unique drafts throughout every phase, i.e. in every best of 3 or best of 5 phases, you could only pick a given hero once. So basically, if you go with Malf in the first game, you will need to use somebody else later. It does sound a bit forced, but I'd rather see that then same heroes every game.

Yeah, thing is, with pros having to only practice certain comps in specific maps, they have it quite easy and this also takes away one of the game's compelling points and identity, the diversity not only in the characters you can play but also in the maps. Wouldn't hurt taking them out of their comfort zone once in a while imho.

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      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. Sentinel Shot [W] Mana cost increased to 55 from 50. 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 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. 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
      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. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 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.

       
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