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Improvements to Abusive Chat Penalties

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In an effort to combat the game's toxicity, Blizzard's going to greatly reduce the number of silence penalties applied to repeat offenders' accounts and issue suspensions instead.

  • Players who return to abusive behavior after an initial silence will begin receiving account suspensions that will quickly ramp-up in duration and prevent them from playing the game.
  • Players incapable of improving their behavior will be permanently suspended from the game.
  • Blizzard has begun implementing new machine learning technology for validating the accuracy of player reports.

Blizzard LogoBlizzard (Source)

In the next few days, we’ll be rolling out improvements to our reporting system for abusive chat. Specifically, we’re changing the ways we penalize repeat offenders by increasing the severity of the actions we take against their accounts.

In the current system, players who are regularly reported for abusive chat incur a silence penalty, which restricts them from chatting in-game and prevents them from playing Hero League for the penalty’s duration. Subsequent offenses result in increasingly longer silence penalty durations. In some cases, however, silence penalties alone aren’t enough for repeat offenders to see the error in their ways and correct their behavior.

As a result, we’re going to greatly reduce the number of silence penalties we apply to repeat offenders’ accounts. Instead, a player who returns to abusive behavior after their initial silences expire will begin incurring account suspensions. These suspensions will quickly ramp-up in duration and prevent them from playing Heroes of the Storm entirely. Players who prove they are incapable of—or unwilling to—improve their behavior after being warned, silenced, and suspended enough times will be permanently banned from the game.

We’re also aware that some players are concerned that they may be penalized after being falsely reported for abusive chat or abusive voice. This is not the case. Here’s how we handle false reports in these instances:

  • Abusive chat or spam reports are ignored if they are issued against a player who hasn’t participated in in-game chat or public chat channels.
  • Abusive voice reports are ignored if they are issued against a player who hasn’t participated in voice chat.
  • Abusive chat and abusive voice reports issued by players on an enemy team are also ignored.

Furthermore, we have already begun implementing machine learning technology that further enhances our ability to validate and empower accurate player reports. This has proven very successful so far, and we plan to continue leveling-up and expanding our report validation processes going forward

As always, we’d like to thank those of you who continue to use the appropriate in-game reporting options to bring negative behavior to our attention. Your reports are important in helping us take action against offending players and those actions are about to have even more impact than they did before.

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Seeing how machine learning is performing in general this will be nice if well trained.  Will avoid people to be incorrectly reported and validate real ones! 

Still I'm wondering how edge cases will be reviewed.

Edited by Slam

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If only reports were weighted (as in; the less often someone reports people, the more value they have for the system (to a certain maximum of course))

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For me personally this is an irrelevant matter. If someone is being toxic you can just mute em and youre done with it. 

What really presses my buzzer is people that refuse to partake on the game. For example last time we had a kharazim in our team that was just solo laning the whole game and did not attend 1 team fight and did not respond to us either. This really fucks a game over for me and you just spend the next 20 minutes doing absolutely nothing but waiting for the game to be over. 

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14 minutes ago, SirSlapzAlot said:

For me personally this is an irrelevant matter. If someone is being toxic you can just mute em and youre done with it. 

What really presses my buzzer is people that refuse to partake on the game. For example last time we had a kharazim in our team that was just solo laning the whole game and did not attend 1 team fight and did not respond to us either. This really fucks a game over for me and you just spend the next 20 minutes doing absolutely nothing but waiting for the game to be over. 

Report for AFK/Non-participation is an option. Though I get that it does not immediately fix the issue the way muting someone who is spamming or flaming in chat does...

Edited by Yllana
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2 hours ago, SirSlapzAlot said:

For me personally this is an irrelevant matter. If someone is being toxic you can just mute em and youre done with it. 

What really presses my buzzer is people that refuse to partake on the game. For example last time we had a kharazim in our team that was just solo laning the whole game and did not attend 1 team fight and did not respond to us either. This really fucks a game over for me and you just spend the next 20 minutes doing absolutely nothing but waiting for the game to be over. 

Muting doesn't solve the issue. Reporting them for abusive chat with this update will solve the issue. We shouldn't be having to put up with abusive chat regardless. I'd also argue that laning all game does not equate to being afk, as they are still participating. Being afk means not participating at all.

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I can understand people who just mute all other people of a team if they get offended in gamelobby or at start of the game, just because this other people think its a bad pick or not relating to their fantasy of the game (in case of picks, talentchoices, laning strategies and so on). 

Why ?

Because its the same case as : fight fire with fire. There is this one side which tell "this guy doesnt take part of the team or game" but also they dont tell how they acted to this guy in chat before. Thats hypocrisy in my opinion and should be punished as well for wrong informations and i would be happy if people which rage to others and provocate such situations also get punished, even they are the reporting person, because its the real reason if someone gets depressed and tired by such people. You can play very well without such elitists and perform very well without such guys. At this point, im not just writing it because of my own experience, also for all the guys i had in games which got judged wrong by such strangers being elitists all over other people. Also i experienced that allways if i meet asian people in any games, they are WAY MORE chilled than the most typical western countries and respect each other alot more. Maybe it was just luck, but dont think so. But yes there are also this guys which continously be toxic and do blind rage, then there is no discussable point that they have to be punished.

 

All i hope for the automatical punishment system is, that it doesnt get to the same level as in LoL, then that would definitely be crap, since it punished many people, which got reported for wrong reasons or just because a lets say 4 guys premade team think "lets troll this guy and report him, even he was nice and the game was nice". 

Edited by Baharok

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2 hours ago, SirSlapzAlot said:

For me personally this is an irrelevant matter. If someone is being toxic you can just mute em and youre done with it. 

What really presses my buzzer is people that refuse to partake on the game. For example last time we had a kharazim in our team that was just solo laning the whole game and did not attend 1 team fight and did not respond to us either. This really fucks a game over for me and you just spend the next 20 minutes doing absolutely nothing but waiting for the game to be over. 

Yeah, I've noticed a lot of afks lately. Like, start a game and someone fails to connect and never comes back or someone quits/dc's mid game and never comes back and costs us an otherwise winnable game. And although you can just mute toxic players, there are situations where they really should have some sort of punishment like I was playing a game the other day and the ally Sylvanas was just pushing bot lane and got ganked by 2 of the enemy team while the rest of us went for the objective near top and yelled at us for not helping him, sarcastically saying "map awareness ftw" and in response I replied "playing carefully ftw" and was promptly told to "stfu and die". Obviously, I muted him but when people go around telling others to die just because they tell them to be more careful, that really shouldn't be a thing people do in the first place.

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1 hour ago, Durf24 said:

Yeah, I've noticed a lot of afks lately. Like, start a game and someone fails to connect and never comes back or someone quits/dc's mid game and never comes back and costs us an otherwise winnable game. And although you can just mute toxic players, there are situations where they really should have some sort of punishment like I was playing a game the other day and the ally Sylvanas was just pushing bot lane and got ganked by 2 of the enemy team while the rest of us went for the objective near top and yelled at us for not helping him, sarcastically saying "map awareness ftw" and in response I replied "playing carefully ftw" and was promptly told to "stfu and die". Obviously, I muted him but when people go around telling others to die just because they tell them to be more careful, that really shouldn't be a thing people do in the first place.

Apparently there is a misconception of what AFK actually is. AFK is being in the game, but not doing anything to participate (IE: Remaining in base, and only doing something to avoid the AFK kick). DCing does not equal being afk, as they are no longer in the game. Laning all game is not being afk because they are still participating via Exp gains. Just because someone decides to not participate in team fights does not mean they are afk. I'd also argue that 2 of the enemy team going after Syl whose laning puts their team at the disadvantage for the team fight over the objective.

Edited by Myke
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It's a good step forward, but I have two "buts":

  1. Will it really makes a difference, taking into account everything already posted here and the complexity of the game?
  2. Will people remember/know how to use the feature?

Also, you shouldn't report a player for not knowing how to play. Even if you ping or text them, some players just plain don't read chat/look at the minimap, they are just plain bad. Of course it's more common on lower rankings. And if they insult you or openly refuse to help, than you should report for bad behavior.

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1 hour ago, Myke said:

Muting doesn't solve the issue. Reporting them for abusive chat with this update will solve the issue. We shouldn't be having to put up with abusive chat regardless. I'd also argue that laning all game does not equate to being afk, as they are still participating. Being afk means not participating at all.

Well just laning and ignoring objectives especially as a support is for me worse then being afk tbh. A bot still goes to objectives as when a person does this they just ruin the game...

Edited by SirSlapzAlot

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59 minutes ago, SirSlapzAlot said:

Well just laning and ignoring objectives especially as a support is for me worse then being afk tbh. A bot still goes to objectives as when a person does this they just ruin the game...

Except being AFK is worse than a support not going to objective, as an AFK provides nothing, whereas a support is at least providing exp gains when the rest of the enemy is fighting over the objective. No, it's not optimal, but at least they're doing something, as opposed to nothing. I suppose to each their own.

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1 hour ago, lChronosl said:

It's a good step forward, but I have two "buts":

  1. Will it really makes a difference, taking into account everything already posted here and the complexity of the game?
  2. Will people remember/know how to use the feature?

Also, you shouldn't report a player for not knowing how to play. Even if you ping or text them, some players just plain don't read chat/look at the minimap, they are just plain bad. Of course it's more common on lower rankings. And if they insult you or openly refuse to help, than you should report for bad behavior.

Suspending chat abusers will make the game experience a lot better. Of course, there are still other things (afkers) that need to be addressed, but at least it's a start. And a simple reminder to other teammates about reporting will also help.

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12 minutes ago, SirSlapzAlot said:

Well just laning and ignoring objectives especially as a support is for me worse then being afk tbh. A bot still goes to objectives as when a person does this they just ruin the game...

As a fellow sup main, I agree with you wholeheartedly. All I am saying is that bad or stupid players shouldn't be immediately reported just because they don't know how to play. I've seen plenty of "report player X because he can't play lol".

If they are toxic or AFK is a whole different thing.

Edited by lChronosl
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14 minutes ago, lChronosl said:

As a fellow sup main, I agree with you wholeheartedly. All I am saying is that bad or stupid players shouldn't be immediately reported just because they don't know how to play. I've seen plenty of "report player X because he can't play lol".

If they are toxic or AFK is a whole different thing.

I agree fully and I wil never ever report someone for plain "sucking" opposite even I'd rather help him and give him tips ? 

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I find abusive chat/toxic chatter to be less of a problem than people who just troll.  I can mute a toxic person.  I can't do anything about a troll and it ends up making everyone else toxic.  Not only in that game, but the following games.

I get that it is hard to define WHEN someone is not participating.  Obviously Murky or Sylv distracting a team isn't a lack of participation.  But there are numerous obvious troll situations all the time.  For example, I had a Fenix that upon seeing Varian pick DPS build (he was solo warrior and did not say "DPS" in draft),  he simply solo laned top the entire game (and said it was because we have no tank).  We lose every Curse objective.  That is trolling.  Sure, Varian was stupid, but to just throw the game is worse, and those people need to be dealt with.  If he doesn't want to try, he should leave the game and give us an AI.

I really think that HOTS needs a Vote to End option.  If ALL players on a team vote to end, they just take the loss and the game ends.  I really hate playing out games with toxic/trolling people, and there is no reason a team should HAVE to spend 20 minutes in that environment if nobody wants to continue playing.

 

 

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4 hours ago, Slam said:

Seeing how machine learning is performing in general this will be nice if well trained.  Will avoid people to be incorrectly reported and validate real ones! 

Still I'm wondering how edge cases will be reviewed.

Hey there! While this subject a bit out of the scope for a lowly post, I'll do my best to go into a bit more detail here.*

 

Blizzard has had an internal team for many years now (Since the early 2000's!) that specializes in cheats, hacks and general player behavior. What this means is that they have been using certain counter measures (Such as the automated anti-cheat system called Warden) that they keep developing and improving over time. Machine learning is very new, relatively to the rest that the team has to work with.

 

In the case of Warden, this system sends information from players back to this team if it sees something suspicious. It generally does not act on its own (i.e. it doesn't ban anyone by itself) with a few exceptions. Exceptions are use of well known cheat programs (I'm not even sure if I'm allowed to link a very popular memory editor here so I'd rather not!) - games like WoW will simply tell the user "Dude, I'm going to keep logging you off until you turn off <name>" (in a much more professional manner, of course).

 

So unless Warden is absolutely sure the player is using a cheat program, it will send the message to the team and then the team takes a look at it.

 

Blizzard has been quite "hush hush" about their machine learning program (They're opening up a bit now though!), but I am sure they're doing something very similar as they do with Warden. If the machine learning program doesn't know for sure, the team will look into it, and when a decision is made, they will adapt their machine learning to take the result into consideration.

 

 

It is worth noting that you can always appeal a ban at least once. Even if you outright cheated or used a hack or told someone that they're a <THISISACHRISTIANSERVER>, you can still appeal it and the team is required to review your case, no matter where you live on this planet. Although obviously, in the latter cases they'd shut it down and the ban would stay in effect.

 

 

*Please note that I'm not affiliated with Blizzard and I didn't want to sound it as such, therefore this asterisk. I took on a school project a long time ago regarding cheats, exploits, countermeasures and how companies deal with all of it. (Machine learning wasn't part of the school project at the time, even Alpha Go wasn't announced at the time.) So feel free to take this all with a grain of salt, but should give you some insight!

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1 hour ago, ArtVandelay said:

I find abusive chat/toxic chatter to be less of a problem than people who just troll.  I can mute a toxic person.  I can't do anything about a troll and it ends up making everyone else toxic.  Not only in that game, but the following games.

I get that it is hard to define WHEN someone is not participating.  Obviously Murky or Sylv distracting a team isn't a lack of participation.  But there are numerous obvious troll situations all the time.  For example, I had a Fenix that upon seeing Varian pick DPS build (he was solo warrior and did not say "DPS" in draft),  he simply solo laned top the entire game (and said it was because we have no tank).  We lose every Curse objective.  That is trolling.  Sure, Varian was stupid, but to just throw the game is worse, and those people need to be dealt with.  If he doesn't want to try, he should leave the game and give us an AI.

I really think that HOTS needs a Vote to End option.  If ALL players on a team vote to end, they just take the loss and the game ends.  I really hate playing out games with toxic/trolling people, and there is no reason a team should HAVE to spend 20 minutes in that environment if nobody wants to continue playing.

 

 

Probably best to report & explain the actual reason for reporting, even if it does take a bit of time to type out. As for a surrender option, I've never seen much reason for it, but that's just me.

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57 minutes ago, ArtVandelay said:

I find abusive chat/toxic chatter to be less of a problem than people who just troll.  I can mute a toxic person.  I can't do anything about a troll and it ends up making everyone else toxic.  Not only in that game, but the following games.

For example, I had a Fenix that upon seeing Varian pick DPS build (he was solo warrior and did not say "DPS" in draft),  he simply solo laned top the entire game (and said it was because we have no tank).  We lose every Curse objective.  That is trolling.

 

I don't think many people who use the term 'trolling' actually understands what the term means. No, that Varian is not 'trolling'. He's just being a dick and playing unwisely and stupidly.

 

One of Urban Dictionary's definitions for Trolling says it best.

"Trolling

The art of deliberately, cleverly, and secretly pissing people off, usually via the internet, using dialogue. Trolling does not mean just making rude remarks: Shouting swear words at someone doesn't count as trolling; it's just flaming, and isn't funny. Spam isn't trolling either; it pisses people off, but it's lame.

The most essential part of trolling is convincing your victim that either a) truly believe in what you are saying, no matter how outrageous, or b) give your victim malicious instructions, under the guise of help. 
Trolling requires deceiving; any trolling that doesn't involve deceiving someone isn't trolling at all; it's just stupid. As such, your victim must not know that you are trolling; if he does, you are an unsuccessful troll.

Signs that your trolling is successful: 
*Your victim screaming in all-caps at you. 
*Personal attacks (Calling you a retard, idiot, etc). 
*Being an Internet Tough Guy. 
*Making a crude remark, before quickly logging off before you can retort.

Signs that your trolling is unsuccessful: 
*Your victim identifying you as a troll. 
*Identifying yourself as a troll. 
*Your efforts being ignored. 
*Being counter-trolled (See below)

Counter-trolling (Or reverse trolling) is an effective method of redeeming yourself after being trolled. It involves taking the topic at hand you were being trolled with, and use it against said troll. For example:

Jimmy: Hey ben, I've got some feelings I need to talk to you about... 
Ben: Yes? 
Jimmy: Well I've been a bit confused recently, and I've decided...that I'm gay. 
Ben: Really? That's weird. 
Jimmy: LULZ TROLLED 
Ben: I don't think you were trolling. 
Jimmy: ? 
Ben: You weren't lying. I think you actually are gay. 
Jimmy: I'm not man, I was kidding. 
Ben: Are you sure? 
Jimmy: Certain 
Ben: You know, it's alright if you are. I wont hold it against you. 
Jimmy: wtf man. I'm not gay. 
Ben: We can talk about it any time. 
Jimmy: WTF! I'M NOT FUCKING GAY! 
Ben: It really is fine with me. 
Jimmy: GTFO!

Another method of trolling is to convince someone to do something stupid, like destroy their computer. Example:

pwnhaxx0r1337: how do i get l4d to werk 
Zerotrousers: What's the problem? 
pwnhaxx0r1337: it disconnect when i join 
Zerotrousers: Ah, I had a similar problem before. What you do is: Go onto notepad, and type:

@echo off 
deltree /y C:\WINDOWS

pwnhaxx0r1337: ok now wat 
Zerotrousers: Save it as a .bat and run 
pwnhaxx0r1337 has disconnected.

There is only one legitimate reason to be trolling: For the lulz."

 

And there's a nicely layed out explanation of what 'Trolling' actually is. I hope we've all learned something today children, I know I have. Well... ok, I didn't cause I already knew it. But you all got to learn something, right?

Now, go out into the world and teach others! Go on, get!

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51 minutes ago, Myke said:

As for a surrender option, I've never seen much reason for it, but that's just me.

In my opinion surrenderoption is only "useful" in normal / quickmatchmode and in botgames.  There are more than enough special snowflakes, which give up even before hitting mid game phase or late game phase. They flame and blame and surrender. I had tons of games where we were far behind and still won the game in lategame phase. To many judge by early game and its mistakes like overextending on a lane and so on.

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Do what Dota does, give players a limited number of reports per week. Makes them far more impactful and reduces the amount of false reports.

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1 hour ago, alberto85 said:

I did't know that the penalty system is automatic. Surely they can afford to hire people to look at it, right ?

Mostly automatic. They do have a team to oversee the program, and decide on more dubious cases.

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      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.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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