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Heroes of the Storm Development Updates: Apr 12

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The Heroes of the Storm dev team posted a lengthy blog post about upcoming matchmaking improvements, Ranked play, new Hero balance, toxicity, 3rd bans, and more!

A reddit AMA is scheduled for tomorrow at 10 a.m. PDT, and the Heroes of the Storm dev team will be answering your questions for about two hours. You can find more details here.

  • Queue times determine match quality. The matchmaker is always seeking to make the best possible matches it can based on a set of criteria it uses to find equally skilled allies and opponents. Blizzard has been favoring reducing queue times a little too much, so expect longer queue times in favor of match quality in the future.
  • MMR is an internal numerical representation of your skill that's adjusted based on the outcome of the games you play. It isn't accurate when players take extended breaks from the game and can lead to situations where a player's current skill no longer matches their MMR. The devs are working to institute both MMR and rank decay. Players who have not played for a while will have their MMR slowly adjusted to compensate.
  • Performance-based matchmaking will return soon, but given its inefficiency at the highest levels of Ranked play, it will no longer adjust point totals for Grandmaster and Master league players.
  • Those who play enough Ranked games during the current season will only need to complete one placement match when the next season begins.
  • New players can no longer place higher than Platinum 5 at the end of their placement matches going forward (was Diamond 3).
  • A third ban will be added for each team during drafts.
  • Hero swaps in Ranked are lower on their priority list compared with some of the other improvements, because they lead to increased draft time, complexity, and player confict during the draft. The team is more open to alternative ideas like position swaps, in which players could rearrange their team's pick order.
  • Over time, they developed a cadence of realeasing balance updates for new Heroes every two weeks. This gives them enough time to collect data and allows players to learn how to play with and against newest Heroes.
  • Hero League data is critical to Blizzard and they don't plan to lock new Heroes out of ranked modes. They hope the addition of a third ban will help solve the issue.
  • A new system that uses machine learning to help improve validation of player reports is being worked on.
  • Punishments for repeat offenders will be revisited. Blizzard's going to start escalating penalties from silences, to suspensions, and even bans as repeat offenses stack up.
  • A new loss forgiveness feature will mitigate ranked point deductions for players who lose a game due another's failure to participate.

Blizzard LogoBlizzard (Source)

As many of you are aware, there’s been a lot of feedback and community conversation about topics like matchmaking, ranked play, new Hero balance, and player toxicity. It’s clear to us that some players in the Heroes community are unsure if their concerns are being heard. We take your feedback seriously, and we definitely haven’t done enough lately to acknowledge and respond to it. We can do better, so we’d like to shed some more light on a few of these topics today, starting with Matchmaking.

MMR and Matchmaking

Our goal with matchmaking is to ensure your Heroes of the Storm games are fun, fair, and challenging. While we’ve made progress in some areas, we don’t think we’ve hit that goal in all of them. We’re working on some matchmaking improvements that will bring us closer to our objective and hopefully give players more positive gameplay experiences.

Queue Time vs. Match Quality

Matchmaking in Heroes boils down to striking a balance between creating the best possible matches in terms of player skill, and initiating games in a reasonable amount of time. Currently, the matchmaker is always seeking to make the best possible matches it can based on a set of criteria it uses to find equally skilled allies and opponents. The longer players wait in the queue, the looser these restrictions become in order to get players into a match as quickly as possible. We originally set up these somewhat elastic matchmaking rules to speed up wait times. Unfortunately, decreasing wait times sometimes comes at the expense of match quality. This can be especially noticeable at the highest skill levels, where there are fewer players in the queue at any given time. When this situation occurs, players can find themselves in games that include allies and enemies outside of their skill range.

Given all your feedback, it’s clear we’ve been favoring reducing queue times a little too much. Moving forward, we’re going to harden these rules in order to enforce higher quality matches. As a result of the changes we plan to implement, higher-skilled players may see longer queue times in exchange for higher quality matches. 

MMR and Rank Decay

Your matchmaking rating (MMR) is an internal numerical representation of your skill that is adjusted based on the outcome of the games you play. This value is most accurate when you regularly play within the current meta against other active members of the player base. When players take an extended break from the game, or only play a few ranked games each season, it can create situations where a player’s current skill no longer matches their MMR (if only temporarily). We’ve heard from those of you who feel it’s unfair to be matched with players who are in this situation.

To alleviate this, and to help improve the accuracy of a player’s MMR and rank, we’re working to institute both MMR and rank decay. Players who have not played any games for a while will have their MMR slowly adjusted to compensate. Likewise, players who do not regularly participate in a given season will see a decline in their rank points over time.

All of this said, it’s also very important to us that the decay rate is not overly punishing. We’re still working on the specifics of this decay system, and we’re interested in hearing any feedback you might have.

Performance-Based Matchmaking

Performance-Based Matchmaking is a system we introduced late last year, which aimed to improve MMR accuracy by taking your individual performance into account when adjusting your MMR. Its release unfortunately coincided with some unrelated issues that occurred during the new ranked season. As a result, we disabled performance-based matchmaking so that we could focus on addressing those issues. While it was active, we absorbed your feedback and took note of additional improvements we wanted to make.

When we bring this feature back, we intend to add additional context about how point adjustments are determined. This should help you better understand how you’re performing and where you can improve in the future. Keep an eye out for those details in the near future.

We also received feedback that performance-based matchmaking isn’t as effective at the highest levels of ranked play. This subset of players is relatively small, which can result in too few players setting the standard for in-game performance in specific situations. As a result, when performance-based matchmaking returns, it will no longer adjust point totals for Grandmaster and Master league players.

Though we had disabled the performance-based matchmaking system’s ability to adjust players’ ranked points, it has continued to gather live player data and improve upon itself over time. We believe it is ready to be turned back on soon, and we’ll have more details to share with you in the coming future.

Ranked Play

We know that many of our most dedicated players have been curious to hear about any updates we might have in store for ranked play. We are working on several improvements for ranked, and we’d like to share a few of them with you today.

Placement Matches

Placement matches were primarily intended as a way for us to gain more information about your skill level in the absence of previous match history. However, the more games you play during a season, the less necessary it becomes to reassess you at the start of the next. Going forward, those who play enough ranked games during the current season will only need to complete as little as one placement match when the next season begins. After completing your placement, you will be placed based on your MMR at the end of the previous season.

New and Returning Player Seeding

The first time a player steps into ranked play, we use the knowledge we have about their performance in other game modes as a general starting point for assessing their skill. We also do this if a player hasn’t played ranked in a long time, and their MMR in other modes is now significantly different than their existing ranked MMR. Currently, players who enter ranked play for the first time, or after a long absence, can place as high as Diamond 3 after completing their placements.

We recognize that being placed highly when a player is new to ranked can lead to some less than positive experiences if they lack some of the more nuanced game knowledge necessary for success in that league. As a result, new players can no longer place higher than Platinum 5 at the end of their placement matches going forward.

Additionally, we believe the introduction of MMR and rank decay will help account for players who take long breaks from ranked play. As such, these returning players will no longer be re-seeded into placements based on their skill in other game modes.

Hero Bans and Swaps

We’re going to add a third ban for each team during drafts. We’ve been considering this addition for some time, but we wanted to wait until our Hero roster grew to an appropriate size. We believe we’ve now reached that threshold, and adding a third ban should provide teams with another layer of strategy when choosing their Heroes for a given match. We’re currently planning to add this ban to the existing mid-ban phase rather than create an entirely new third phase. This will enable us to keep drafts moving quickly, so that players can get to the action. It also allows teams to use that additional mid-ban to react to the draft as it unfolds.

Second, and more nebulous, is the addition of a Hero swap feature. We’ve seen a lot of mixed discussion on this topic in the community, and there are many things to consider when introducing this system to Hero League, including increased draft time, complexity, and player conflict during the draft. Because of these complexities, Hero Swaps are lower on our priority list compared with some of the other improvements we’re discussing today.

Despite these concerns, we’re still exploring a few options. We’ve considered alterative ideas like position swaps, in which players could rearrange their team’s pick order. We’ve also considered simply using the same “first come, first served” pick method that exists in Team League and Custom Games, and we may bring some of these ideas to Unranked Draft as a test.

We’d love to hear your feedback on this topic, so let us know what you think!

New Hero Balance

We do our best to provide fun and satisfying experiences with every new Hero we release. This goal can take many forms, from offering exciting new abilities, to bringing the fantasy of a character to life, and making sure they’re fun to play as, with, and against. It’s also important that each new Hero feels impactful in players’ hands and has the potential to shift the meta. We’d like to share how we look after our new Heroes in the days following release.

New Hero Balance Changes

We received a lot of feedback from players who felt that both Maiev and Fenix were too powerful on release, and we agree. In the past, many of our Hero releases have been considered balanced, or even weaker than they should be. When a new Hero is weak, it tends to see minimal competitive and ranked play, which limits how much live Hero data we’re able to quickly gather and doesn’t evolve the metagame. We want new Heroes to feel compelling for players at launch, but we also want to do that while maintaining the core gameplay balance of Heroes of the Storm. We’ll continue to work toward improving on this going forward.

Over time, we’ve developed a cadence of releasing balance updates for new Heroes every two weeks. This gives us enough time to collect data and allows players to learn how to play with and against the latest additions to the Nexus.

Occasionally, we’ll release a balance update for a new Hero outside of this time frame, as we recently did with Maiev (and Zarya even further back). This isn’t ideal, as it doesn’t give the community enough time to actually explore a character’s strengths and weaknesses aside from initial gut reactions. It also means we have to make these decisions with very little data and live play experience. Our goals are to avoid knee-jerk reactions, to give players enough time to learn new Heroes, and to gather data before we make any balance adjustments.

New Heroes in Ranked

We understand that some players in the community would like us to lock new Heroes out of ranked modes for a couple of weeks following release, and we’ve discussed this internally. Despite this concern, Hero League data is critical for us to fine-tune a new Hero and hit their two-week patch timing. We hope the addition of a third ban in ranked play will help relieve the pressure when expending a ban on any new or reworked Hero that may be considered too strong.

Toxicity and Reporting

A competitive game of Heroes can really get the blood pumping, but we understand that just one player’s negative behavior can ruin the fun for all 10 players in a match. We want to make this clear: Toxic behavior will not be tolerated. We’ve been working on improvements to the ways we detect negative behavior, mitigate detrimental effects on others when it occurs, and message when we take corrective action.

Ramping Up Actions

We’ve been working on a new system that uses machine learning to help improve the validation of player reports. Our internal testing shows the new system allows us to take action against many times the number of reports than we could using our previous methods, while also maintaining an even higher level of confidence in those actions. We’re still doing some additional tuning, but we expect to be able to roll this new system out in the very near future.

Repeat Offender Penalties

Along with the improvements around detecting toxic behavior, we’re also revisiting punishments for repeat offenders. Currently, repeated abusive chat penalties result in an escalating silence duration. This has proven to be enough for most players to get the message, but a subset of players continually return to their toxic behavior, continuing to ruin games for everyone around them. Rather than simply issue them even longer silences, we’re going to start escalating penalties from silences, to suspensions, and even bans as repeat offenses stack up.

Non-Participation and Intentionally Dying

Going AFK during a match, leaving matches early, and dying intentionally are all behaviors that harm the game and compromise a match. We’ve been working on ways to address these behaviors while limiting the negative impact they have on others. As part of this endeavor, we’re deep into development of a loss forgiveness feature, which will mitigate ranked point deductions for players who lose a game due another’s failure to participate. The leaver will be penalized for the loss and repeated offenses will result in harsher penalties. The system will initially only forgive losses caused by leavers, but we plan to expand it to include AFK players and intentional dying in the future.

Communication

One of the challenging parts about combating toxicity is that most of the action happens behind the scenes, so it can seem like nothing is being done. A few months ago, we started sending e-mails to players when their reports on non-participating or intentionally dying players lead to action being taken against the offender’s account. We eventually want to bring those notifications in-game where they’ll be more visible. In the meantime, we’re going to increase visibility for the suspension and ban waves we issue by bolstering our broader communications. This is something we’ve done sporadically in the past, but we’ll be moving to a more consistent cadence going forward.

We recognize that we haven’t been as communicative with the community recently as we could have been, and going forward, we want to increase our presence and share more of our thoughts and plans with you. We hope our post today has addressed some of your questions about our plans for Heroes of the Storm in the near future. If not, several members of the Heroes development team will be available to answer more of your questions in an AMA thread on the Heroes of the Storm SubredditThe AMA begins at 10 a.m. PDT on Friday, April 13, and we’re planning to answer questions for about two hours. Until then, we’ll see you in the Nexus!

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They said exactly the right things to attempt to fix this. But the lack of the date for it makes me cautious. If they don't give us a date or at minimum an estimated month, this will just be saying things to quell the commoners, not actually fix anything.

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58 minutes ago, Stan said:

The matchmaker is always seeking to make the best possible matches it can based on a set of criteria it uses to find equally skilled allies and opponents.

April's fools was 12 days ago

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HoN of Newerth used to have a feature where,  before you queued, you could opt between "faster queue" or "fairer matches" (it probably still has it, haven't played it in a while tho it's my favorite game of the genre to date). I believe others should adopt that. 

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If only they would spread out these announcements like they spread out big updates.

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53 minutes ago, SteveFrost said:

HoN of Newerth used to have a feature where,  before you queued, you could opt between "faster queue" or "fairer matches" (it probably still has it, haven't played it in a while tho it's my favorite game of the genre to date). I believe others should adopt that. 

That seems an amazing middle ground for people that actually don't care about game balance. Because some people really don't mind getting blown out or just mindlessly crushing their opponents. You could filter these guys out and get the more serious people together that are less tilted by queue times because they're in this for the match quality. I remember some people queueing 20 minutes in the past and queueing again because match quality was better since it filtered a lot of people that just gave up and only the really hardcore ones were left.

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14 hours ago, Stan said:

Non-Participation and Intentionally Dying

Going AFK during a match, leaving matches early, and dying intentionally are all behaviors that harm the game and compromise a match. We’ve been working on ways to address these behaviors while limiting the negative impact they have on others. As part of this endeavor, we’re deep into development of a loss forgiveness feature, which will mitigate ranked point deductions for players who lose a game due another’s failure to participate. The leaver will be penalized for the loss and repeated offenses will result in harsher penalties. The system will initially only forgive losses caused by leavers, but we plan to expand it to include AFK players and intentional dying in the future.

i'm sick of losing beacuse of a moron who calls "gg" and goes afk in the base or just hit minions in the head so he wont get kicked from game but does not participate in game in any meaningfull way cause we lost one sing tf at begining of game.

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On 13/4/2018 at 1:00 PM, MasterKast said:

i'm sick of losing beacuse of a moron who calls "gg" and goes afk in the base or just hit minions in the head so he wont get kicked from game but does not participate in game in any meaningfull way cause we lost one sing tf at begining of game.

There are no penalties for those people.The only " punishment" blizzard uses is the chat ban and preventing you from joining ranked games.Then the cycle repeats.

They should use account suspensions,only when someone wont be able to play for lets say a week will he be afraid to act lika that during games.But thats not how blizzard works.Lets mute the people who complain and call it flaming  :)

Edited by Kurosu

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      Stats
      Health increased from 1425 to 1550 Health Regen increased from 2.969 to 3.23 Basic Attack damage reduced from 90 to 81 Abilities
      Withering Fire (Q) Adjusted functionality: Pressing Q once fires 5 Withering Fire arrows at the closest enemy Mana cost increased from 0 to 25 Damage reduced from 48 to 39 Range increased from 6.25 to 8 Cooldown increased from 2 to 8 seconds Cooldown now restores all charges No longer gains charges on Minion kills Nearby Heroes takedowns now refresh the cooldown of this ability Fire rate reduced from .188 to .375 (50% slower) Withering Fire cannot be cast while a previous cast of Withering Fire is still firing Shadow Dagger (W) Adjusted functionality: Shadow Dagger no longer spreads to nearby targets each time it does damage.  Damage dealt by Sylvanas to the primary target of Shadow Dagger spreads its effect to all nearby enemies. Mana cost decreased from 75 to 50 Duration increased from 2 to 2.5 seconds Damage reduced from 37 to 29 Haunting Wave (E) Banshee travel speed increased by ~6% Mind Control (R) Cooldown reduced from 60 to 50 seconds New functionality: After a .25 second cast, launch a missile that impacts the first enemy Hero in its path.  Impacted Heroes are Silenced, Slowed by 30%, and forced to walk towards Sylvanas for 1.75 seconds. Black Arrows (Trait) New functionality: Activate to cause all Basic Attacks and Abilities to Stun Minions, Mercenaries, and Structures for 3 seconds over the next 10 seconds. 40 second cooldown New Passive functionality – Banshee’s Curse: Basic Attacks infect enemies with Banshee’s Curse for 3 seconds.  Sylvanas deals 25% bonus damage to enemies with 3 stacks of Banshee’s Curse. Talents
      Level 1 Overflowing Quiver (Q) Removed Dreadful Wake (E) Removed Overwhelming Affliction (Trait) Moved from Level 16 Adjusted functionality: Enemy Heroes with 3 stacks of Banshee’s Curse are slowed by 15%.  Basic Attacks against Slowed enemy Heroes deal 1% of their maximum Health in damage New Talent: Unfurling Shadows (W) Quest: Each time Shadow Dagger deals damage to enemy Heroes with 3 stacks of Banshee’s Curse, increase its damage by .5% New Talent: Banshee’s Curse (Q) Hitting an enemy Hero with Withering Fire increases Sylvanas’ Attack Speed and Ability Power by 5% for 6 seconds, stacking up to 5 times Level 4 With the Wind (Q) Removed Mercenary Queen (Trait) Moved from Level 1 Adjusted functionality: Friendly non-Elite Mercenaries near Sylvanas deal 60% more damage.  Sylvanas Stuns and deals 30% additional damage to Mercenaries with 3 stacks of Banshee’s Curse. Possession (Active) Moved from Level 7 Now requires 3 charges to be used on Catapults Unstable Poison (W) Moved from Level 7 Damage increased from 116 to 130 Now triggers on enemy minions who are afflicted by Banshee’s Curse, Black Arrows, or Shadow Dagger Radius increased from 2 to 2.5 Level 7 Barbed Shot (Q) New functionality: Hitting the same enemy with 5 shots of Withering Fire causes the last shot to deal 350% bonus damage Lost Soul (W) Moved from Level 4 Adjusted functionality: Reduce Shadow Dagger’s cooldown by 1.75 seconds each time Sylvanas uses a Basic Attack on an enemy Hero with 3 stacks of Banshee’s Curse. New Talent: Festering Wounds (E) Haunting Wave deals 25% more damage and applies 3 stacks of Banshee’s Curse.  Level 13 Cold Embrace (W) Moved from Level 16 Duration increased from 2 to 2.5 seconds Now also reduces the Armor of targets that Shadow Dagger spreads to by 10 Spell Shield (Active) Removed Remorseless (Trait) Moved from Level 16 New functionality: Increase Sylvanas’ Basic Attack range by 1.  Basic Attacks against enemy Heroes with 3 stacks of Banshee’s Curse fire an untalented shot of Withering Fire.  This shot applies Banshee’s Curse. Windrunner (E) Adjusted functionality: Teleporting with Haunting Wave resets the cooldown of Withering Fire.  Haunting Wave can be cast a second time for free within 5 seconds after teleporting Level 16 Life Drain (W) Moved from Level 13 New functionality: Dealing damage to enemies with 3 stacks of Banshee’s Curse heals Sylvanas for 15% of the damage dealt.  Doubled against Heroes Evasive Fire (Q) Adjusted Functionality: Hitting enemies with Withering Fire grants Sylvanas 6% bonus Movement Speed for 2 seconds, stacking up to 30%.  Basic Attacks refresh this duration. Will of the Forsaken (Active) Moved from Level 13 Level 20 Dark Lady's Call (R) New functionality: Reduce the cooldown of Mind Control by 30 seconds.  Heroes hit by Mind Control have their vision greatly reduced for 5 seconds.  Withering Barrage (Q) Moved from Level 4 New functionality: Hitting an enemy Hero with Withering Fire decreases its cooldown by .75 seconds Warrior

      Stitches
      Abilities
      Hook (Q) Range reduced from 12.5 to 11 Slam (W) Cast time increased from .25 to .313 Cooldown increased from 6 to 7 seconds Range increased from 8 to 9.5 Mana cost increased from 30 to 35 Added functionality: Now has an Inner area that deals 40% Bonus Damage and applies a 40% slow for 1.5 seconds Devour (E) Ability Effects now occur at the start of the ability's cast, rather than at the end Vile Cleaver (Passive) New Functionality: Basic Attacks apply Vile Gas to nearby enemies, poisoning for 45 damage over 3 seconds. Re-applying Vile Gas increases its duration rather than resetting it, up to 10 seconds. Talents
      Level 1 Chew Your Food (E) Removed Dampen Magic (Passive) Removed Heavy Slam (W) Removed Hungry for More (Passive) New functionality: Quest: Regen Globes grant 30 permanent Health Every 15 Regen globes, Stitches gains 5% permanent Movement speed up to a maximum of 20% Savor the Flavor (E) Additional heal over time effect duration reduced from 5 to 4 seconds. Moved from level 7 New Functionality: Casting Devour on a Hero restores an additional 10% of maximum Health and Mana over 5 seconds and permanently increases Stitches’ health regeneration by 1. New Talent: Patchwork Creation (Passive) Increase all healing received by 15%. Nearby Minion and Hero kills Heal Stiches (Minions for 30, Heroes for 300) Hero takedown heal amount reduced from 300 to 240 Level 4 Amplified Healing (Passive) Removed Restorative Fumes (Trait) Removed Putrid Ground (W) Removed New Talent – Playtime! (W) Heroes hit by Slam reduce the cooldowns of Stitches's other Basic Abilities by .5 seconds. This cooldown reduction is increased to 2 seconds for Heroes that are hit by Slam's inner impact area. New Talent – Chop Chop (W) Hitting a Hero with the inner area of Slam increases Stitches' Basic Attack Speed by 50% for 4 seconds. New Talent: Serrated Edge (Q) Hooking an enemy Hero deals 5% of their max life as damage and decreases Hook’s cooldown by 4 seconds. Cooldown reduction decreased from 4 to 3 seconds. Level 7 Last Bite (E) Removed New Talent - Blight (Trait) Vile Gas heals for 33% of the damage it deals. Activate to apply Vile Gas to all nearby enemies and reduce their healing taken by 20% for 5 seconds. 40 second CD Cannibalize (Passive) Moved from level 20 New functionality: Heroes hit by Basic Attacks and Slam’s inner area heal Stitches for 2% of his maximum health. Healing reduced from 2 to 1.75% of maximum health Tenderizer (Passive) New functionality: Basic Attacks slow the target by 25% for 2.5 seconds. If the target is afflicted with Slam’s Slow, refresh its duration. Level 13 Flea Bag (Passive) Removed Mega Smash (W) Removed Indigestion (E) Removed New Talent – Lacerate (W) Slam afflicts enemies with Vile Gas and reduces armor by 10 for 4 seconds. New Talent – Digestive Juices (E) Devouring an enemy Hero reduces their damage dealt by 40% for 4 seconds. New Talent – Gas Flare (Passive) Stitches deals 16 damage per second to enemies around you. This damage is increased by 150% for 4 seconds after successfully Hooking an enemy Hero Damage per second reduced from 16 to 15 Level 16 Pulverize (W) New functionality: Slam slows all enemies by 75% for 1 second. Slow duration reduced from 1 to .75 seconds. Shish Kabob (Q) Removed Toxic Gas (Passive) Removed Fishing Hook (Q) Range bonus increased from 40 to 50% New Talent - Meat Hook (Q) Hooking an enemy Hero restores 16% of maximum health over 4 seconds. For 4 seconds, Basic Attacks against the Hooked Hero will refresh the duration of this healing effect. Level 20 New Talent – Second Helping (E) Gain an additional charge of Devour. Devouring an enemy Hero reduces the cooldown of your Heroic ability by 5 seconds. New Talent – Shambling Horror (Active) Passive: Stitches is no longer affected by Slowing effects Activate to gain 50 Armor for 4 seconds. 60 second CD.   Collection
      Many seasonal items have made their way back into the collection and will be available for crafting and in Loot Chests for a limited time!
      New Bundles
      The following new bundles are only available for a limited time! Toy Heroes Bundle Cuddle Bear Stitches Skin Pack Cosmic Force Valeera Skin Pack Dehakasaurus Rex Skin Pack New Skins (Limited Time Only!)
      Stitches Cuddle Bear Stitches Snuggle Bear Stitches Honey Bear Stitches Dehaka Dehakasaurus Rex Dino-Metal Dehakasaurus Rex Playtime Dehakasaurus Rex Valeera Cosmic Force Valeera Psionic Cosmic Force Valeera Nega Force Valeera Sylvanas Mint Sugar Plum Sylvanas New Mounts (Limited Time Only!)
      Cosmic Lion Psionic Lion Nega Lion Plush Unicorn Plush Zombicorn Pretty Plush Unicorn Fuzzy Plush Unicorn Honey Plush Unicorn New Portraits, Sprays, and Emojis
      Several new emoji packs and portraits have also been added to the game. Bug Fixes
      General
      Fixed an issue causing camera jumps and cursor resets when using drag scroll. Made a number of improvements to AI behavior. Heroes, Abilities, and Talents
      Brightwing: Fixed an issue preventing Brightwing from applying the Sticky Flare talent effect if it hit more than one target. Brightwing: Fixed an issue preventing Brightwing from applying the Hush! talent effect if it hit more than one target. Chromie: Dragon’s Breath’s warning splat will now display after the ability has been cast. Deckard: Fixed an issue causing Deckard’s portal to be visible in Fog of War when using Hearthstone. Leoric: Fixed an issue that allowed Drain Hope’s damage and healing to persist through time stop effects. Lunara: Fixed an issue preventing Lunara from playing a voice line when she died. Stitches: Slam will now reveal its impact area and targets. Stitches: Serrated Edge no longer deals bonus damage to friendly targets when using Helping Hand. Stukov: Fixed an issue causing Massive Shove to remove Weighted Pustule from its target. User Interface
      Fixed a number of tooltip issues and inaccuracies across the game. Fixed an issue causing Hero models to prevent players from pressing the Ready button in the queue screen. Fixed an issue causing grandmaster numbers of 3 digits to extend beyond portrait frames while in a party. Kel’Thuzad: Added a quick-cast option for Glacial Spike. Zul’jin: Added a quick-cast option for Amani Rage. The latest Heroes of the Storm content patch with Stitches & Sylvanas updates is now live.