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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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      Fall of the King's Crest Event
      Fall of the King's Crest is a new event available next week where players can complete up to four different quests to earn themed rewards. We have a new type of Loot Chests that will have a chance to contain new skins.
      Fall of the King's Crest Event Trailer Event Overview & Comic TBA Garden of Terror Revamp
      Blizzard also decided to change the objective on Garden of Terror to make a Cursed Hollow & Tomb of the Spider Queen hybrid out of it by removing the day/night cycle and the Garden Terror vehicle.
      Garden of Terror Battleground Rework Hero Reworks
      The patch will hit live servers next week and it's time for two Hero reworks as Brightwing and Kerrigan both received talent overhauls. The patch notes contain detailed information about all new, updated, and removed talents.
      Brightwing Hero Rework Spotlight Kerrigan Hero Rework Spotlight Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until September 24. 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.
      NOTE: This patch also includes balance changes for an update that will be hitting the live servers later this week. You can find those notes here.
      General
      New Event: Fall of King’s Crest
      The Fall of Kings Questline is now available for players. The hunt is on for the generals of the Raven Lord! Loot Chests have been replaced with Seasonal Loot chests for the duration of this event. Battlegrounds
      Garden of Terror
      Garden of Terror has received significant gameplay and layout changes. Find out more in the Garden of Terror Spotlight video or on the updated Garden of Terror Battleground site. Art
      Heroes, Abilities, and Talents
      Kerrigan and Brightwing have received some new and updated art to coincide with their gameplay updates. User Interface
      Mercenary Camp and Banner floating text has received readability improvements. Heroes
      Assassin

      Kerrigan

      Abilities
      Ravage (Q) Charges increased from 1 to 2 Range reduced from 8 to 6 Mana cost reduced from 40 to 20 Damage reduced from 210 to 130 Added functionality: Now also refunds 20 Mana when used on an enemy that dies within 1.5 seconds Impaling Blades (W) Damage reduced from 261 to 180 Primal Grasp (E) Pull damage reduced from 114 to 25 Added functionality: 2.5 seconds after using Primal Grasp, Kerrigan damages all nearby enemies for 180 damage Summon Ultralisk (R) Splash radius increased from 1.5 to 2 The initial cast of Ultralisk is now directional skill shot that causes the Ultralisk to charge in the targeted direction until impacting an enemy Hero. It deals 250 damage and stuns for .5 seconds to the first Hero it hits. Assimilation (Trait) Shield amount increased from 10 to 15% of damage dealt Talents
      Level 1 Siphoning Impact (Q) New functionality: Using Ravage on an enemy Hero grants an additional 90 Assimilation Shield Assimilation Mastery (Trait) Moved from level 7 No longer increases the duration of Assimilation Shield In addition to increasing Kerrigan’s Health and Mana Regeneration by 100% while Assimilation is active, now also causes Regeneration Globes to grant 40 Assimilation Shield per second while active Fury of the Swarm (Passive) Moved from level 4 New functionality: Kerrigan gains 10% more Assimilation Shields from Basic Attacks. Casting Ravage causes Kerrigan’s next 2 Basic Attacks within 3 seconds to splash for 100% damage around the target Sharpened Blades (W) Removed Block (Passive) Removed Level 4 New Talent - Sharpened Blades (Q) !Quest: Every time an enemy Minion or Hero dies within 1.5 seconds of being damaged by Ravage, increase Ravage's damage by .5 (5 for Heroes), up to 50 !Reward: After reaching 50 damage, gain an additional 50 damage New Talent - Kinetic Fulmination (W) Damaging an enemy increases the damage of Kerrigan's next Impaling Blades by 15%. Stacks up to 150%. Lasts 10 seconds. Psionic Pulse (E) New functionality: Primal Grasp deals damage a second time 2.5 seconds after the initial burst Clean Kill (Q) Removed Envenom (Active) Removed Level 7 New Talent - Queen of Blades (Q) Every time Primal Grasp's pull or explosion hits an enemy Hero, reduce the cooldown of Ravage by 4 seconds New Talent - Boundless Fury (Q) Casting Ravage on an enemy Hero grants a charge of Ravage. Can only occur on each Hero once every 10 seconds Bladed Momentum (Passive) Now only triggers when attacking enemy Heroes Now works with splash damage from Fury of the Swarm Blade Torrent (W) Removed Level 13 New Talent - Psionic Barrier (E) Kerrigan gains 15 Spell Armor for 4 seconds for every enemy Hero she hits with Primal Grasp's pull or explosion New Talent - Volatile Power (Trait) Increase the base Shield amount gained from Assimilation by 15%, but reduce the duration of Assimilation Shields from 6 to 3 seconds New Talent - Chrysalis (Active) Activate to place Kerrigan in a chrysalis with 550 Health for 5 seconds. Kerrigan regenerates 5% Health per second while inside the chrysalis. 90 second cooldown. Eviscerate (Q) Removed Double Strike (Q) Removed Queen's Rush (Active) Removed Level 16 New Talent - Mounting Potency (Q) Casting Ravage on an enemy increases Kerrigan's Spell Power by 5% for 4 seconds, stacking up to 40% New Talent - Painful Spikes (W) After stunning an enemy with Impale, Kerrigan deals an additional 75 damage the next 6 times she damages them within the next 5 seconds New Talent - Unbridled Energy (R) When Kerrigan damages a Hero with a Heroic Ability she gains 30% Spell Power for 4 seconds Aggressive Defense (Trait) Removed Essence for Essence (Active) Removed Overdrive (Active) Removed Level 20 Omegastorm (R) New Functionality: Maelstrom's duration is increased by .125 seconds every time it damages an enemy Hero New Talent - Assimilation Blades (Trait) Damaging an enemy increases Kerrigan's Basic Attack damage by 4%, up to 40%, for 5 seconds Psionic Shift (Active) Shield amount is now doubled when damaging enemy Heroes Nexus Blades (Passive) Removed Support

      Brightwing

      Abilities
      Arcane Flare (Q) Outer damage from 87 to 75 Inner damage from 260 to 180 Missile speed increased ~30% Added functionality: If an enemy Hero is hit by the center of Arcane Flare, instantly pulse a free Soothing Mist Polymorph (W) Duration from 1.25 to 1.5 seconds Cooldown from 10 to 12 seconds Pixie Dust (E) Range from 8 to 7 Phase Shift (Z) Cooldown from 55 to 60 seconds Added functionality: Heals the target for 20% of their maximum health Soothing Mist (D) Heal amount reduced from 115 to 105 Added functionality: Activate to instantly pulse a calming wave, clearing all Stun, Root, Slow, and Silence effects from nearby allies 120 second cooldown Emerald Wind (R) No longer grants passive healing to Soothing Mist Damage reduced from 303 to 225 Cooldown reduced from 60 to 50 seconds Talents
      Level 1 Greater Polymorph (W) Moved from Level 16 New functionality: Increase the cast range of Polymorph by 30%. Anytime a nearby enemy Hero is killed, reset the Cooldown of Polymorph Hyper Shift (Z) New functionality: Increase the heal amount of Phase Shift to 30% of targets max Health Every Minion killed near you lowers the cooldown of Phase Shift by 2 seconds Pixie Charm (1) New functionality: Every Minion killed near you grants you a Bribe Stack. Hitting an enemy with the center portion of Arcane Flare grants you 5 Bribe Stacks Level 4 Manic Pixie (E) Removed Unstable Anomaly (W) New functionality: Increase the slow amount of Polymorph to 40%. When it expires, it explodes dealing 2% of all nearby enemy Heroes max Health in damage Dream Shot (Q) Moved from Level 1 New functionality: Increase the range of Arcane Flare by 50%. If it hits an enemy Hero, lower the cooldown to 2 seconds. New Talent – Magic Spit (D) Increase your Basic Attack range by 20%. Attacks against Heroes reduce the cooldown of Soothing Mist’s active by 5 seconds Level 7 Mistified (D) Removed Cleanse (Active) Removed Phase Shield (Z) Removed Sticky Flare (Q) Moved from Level 13 New functionality: Arcane Flare slows Heroes by 20% for 3 seconds, or 40% if hit by the center of Arcane Flare Peekaboo! (Z) Moved from Level 4 Added functionality: Also grants the you and your target a temporary health Shield New Talent – Critical Mist (D) If Calming Mist removes a status effect from an ally, instantly heal them for 200 Level 13 Ice Block (Active) Removed Shield Dust (E) Removed Pixie Boost (E) Movement Speed decay duration increased from 1.5 to 3 seconds Movement Speed bonus reduced to 40% New Talent – Safety Dust (E) Increase the duration of Pixie Dust by 1 second. Healing dealt by Brightwing is increased by 25% on targets with Pixie Dust New Talent – Pixie Power (E) Lower the cooldown of Pixie Dust by 3 seconds and increase the Spell Armor it grants to 50 Level 16 Bouncy Dust (E) Removed Hardened Focus (Passive) Removed New Talent – Phase Out (Active) Activate to phase out and become invulnerable for .5 seconds 20 second cooldown New Talent – Hush (Q) Enemy Heroes hit with the center of Arcane Flare are Silenced for 1 second and deal 25% less damage for 3 seconds. Level 20 Double Wyrmhole (R) Removed Continuous Winds (R) Removed Revitalizing Mist (D) Removed Storm Shield (Active) Removed New Talent – Invisible Friends (R) Blink Heal grants you and the target stealth. They are unrevealable for .5 seconds. While under this effect, they regenerate 20 Health Per Second New Talent – Intensive Winds (R) Lower the cooldown of Emerald Wind to 3 seconds. It now costs 200 Mana New Talent – Faerie Protector (Active) Activate to instantly cast Pixie Dust on all nearby allied Heroes 60 second cooldown New Talent – Speedy Dragon (Passive) Gain 20% permanent movement speed Collection
      New Bundles
      The following new bundles are available for a limited time: Fall of King’s Crest Bundle Spectral Wyrm Alextrasza Skin Pack Spider Warden Maiev Skin Pack Cursed Witch Whitemane Skin Pack Phantom Knight Zarya Skin Pack New Announcers
      Queen Nightshade Blackheart Lady of Thorns New Skins
      Alexstrasza Spectral Wyrm Alexstrasza Infernal Wyrm Alexstrasza Phantom Wyrm Alexstrasza Brightwing Spectral Bewitching Brightwing Kerrigan Spectral Countess Kerrigan Maiev Spider Warden Maiev Forgotten Spider Warden Maiev Night Spider Warden Maiev Whitemane Cursed Witch Whitemane Forgotten Witch Whitemane Court Witch Whitemane Zarya Phantom Knight Zarya Infernal Knight Zarya Geist Knight Zarya New Mounts
      Redeemed Tombstone Corrupted Tombstone Copper Money Pig Pumpkin Eye Pad Sunny Side Eye Pad New Portraits, Sprays, and Emojis
      Several new emoji packs and portraits have also been added to the Heroes of the Storm Collection tab. Bug Fixes
      General
      Fixed several confusing or incorrect tooltips across all parts of the game. Drag Scroll: Fixed an issue that could occasionally cause the camera to jump in the direction of the cursor when using the drag scroll feature. Reconnect: Fixed an issue that could cause players to lose control of their Hero if they reconnect while piloting a vehicle. AI: A number of improvements have been made to AI Hero behavior. Art
      Chromie: Fixed an issue that caused Chromie’s hourglass to go missing during her Hearthstone animation. Heroes, Abilities, and Talents
      Abathur: Fixed an issue preventing Monstrosity from gaining damage when nearby enemy minions die. Alarak & Gazlowe: Fixed an issue that allowed Gazlowe and Alarak to cast charged abilities while time stopped. Ana: Fixed an issue that allowed Ana to used Eye of Horus shots between mine levels on Haunted Mines. Lúcio: Fixed an issue preventing Lúcio from issuing attack commands while silenced. Mephisto: Fixed an issue preventing the Static Barrier talent from granting Mephisto shields if damage was dealt to Shields or Protected Heroes. Raynor: Raynor's Raider will now clear attack or move order when entering or exiting the mines on Haunted Mines. Stealth: Fixed an issue that prevented Ping markers from being visible on clones if the clones were created after the ping was initiated. User Interface
      Fixed an issue that caused Garrosh’s Groundbreaker splat to appear under the wrong team color in observer mode. Fixed an issue that could cause Heroes to fail to play stun animations and effects if stunned twice in quick succession. Lúcio: Fixed an issue causing the UI displaying the number of allies in range of crossfade to stop working after Lúcio exits a vehicle. Brightwing & Kerrigan talent updates, Garden of Terror battleground revamp, and the Fall of King's Crest event are coming to the Nexus soon!