Jump to content
FORUMS
Sign in to follow this  
Stan

The Current State of Yrel (Blue Posts)

Recommended Posts

qfdazOV.jpg

We have a bunch of blue posts from Game Designer Matt Villers, dealing with the current state of Yrel.

  • The team's not sure if Yrel's healing done should be part of the scoreboard.
  • They've seen reports from players running into issues while using left-click to move, and it's something they plan to fix.
  • The charge mechanic is not just a gimmick, but part of her kit and Hero fantasy.
  • Disabling clicks on talent UI while in "targeting mode" for abilities is something they want to explore in the near future.
  • Blizzard agrees that Yrel's currently weak, but they plan to make adjustments when they collect more data (usually two weeks after a new patch goes live).

Blizzard LogoBlizzard (Source)

Yrel is a fun warrior. She can sling people around and is so hard to kill. However, she also can heal allies... a lot. Uther gets a damage taken number and Medivh gets a healing number, so I think Yrel needs a healing number too.

We've heard some feedback to this effect and are currently discussing it.

On the one hand, we want to make sure the information we're offering on the scoreboard is actually meaningful, but on the other we realize we're not entirely consistent here and whether or not Yrel should show healing is part of that conversation we're having.

She's a solo lane bruiser who can't waveclear.

To be honest, we've had a lot of discussions around where she fits in a team role-wise. Setting tuning aside for a moment, at her core she has the tools to be a tank or a bruiser, and we're actually really interested to see where players end up using her most often.

I think the claim that she "does no damage" and "can't waveclear" is largely hyperbole, and that numbers-wise she's not nearly as far off as people seem to think she is. She's got a lot of staying power and uses it to do damage over time, very similarly to someone like Blaze.

What is happening with LEFT MOUSE click? Right now it castes all her abilities and there is no way to turn it off!

This is consistent with other abilities that can be charged like on Cho'gall, Gazlowe, etc. The reason is that while charging an ability you're in "targeting mode", and left-click in our game executes abilities that are being targeted.

We have seen reports from some people who use left-click to move that they run into issues here, and that's something we're looking into.

Have you guys considered showing numbers in a more detailed after game screen? 
On topic, I don't really see why all hero's don't get the baseline numbers we have now- damage taken, and healing done shouldn't be limited to warrior/support roles. Everyone does damage and it's shown, everyone takes damage but it's only shown for warriors....

Showing more detailed stats after the game is over is a cool idea and something we'd like to explore, once we take care of some more pressing updates.

As for why we don't show every stat for every hero, there are two main reasons-

  • First, a lot of those stats aren't super meaningful for most heroes, and while small there is a downside to showing unnecessary stats. The more stats we shove into that screen the more it looks like an excel sheet than a scoreboard, and becomes harder to parse at a glance in the middle of a game.
  • Second, showing info that's not relevant to your role could potentially drive toxicity. Suppose we show damage taken for all heroes, and get "oh look Nova took more damage than Arthas", or show healing and get "oh look Yrel's outhealing Lucio".

Neither of these things constitute a hard line where we'd simply refuse to show more stats, but it does give us pause to at least think about it and try to be somewhat picky. There are also things we could do to mitigate it, like re-designing the score screen to display more information in a format that's easier to read. All that to say we're reading your feedback and having discussions around it, and we'll update once we have more info to share ?

As others have said before, her "charge" gimmick feels like it was incorporated just to be a gimmick <...> But that's just my opinion. Maybe that playstyle somehow appeals to others.

I can definitely appreciate your perspective there, but to offer some insight we actually did the charge mechanic not just as a gimmick to be different, but as part of a very specific goal for how we wanted the player to "feel" when playing her.

We looked at this big 2-handed hammer, and how we wanted her to use it, and saw immediate parallels with 2-handed weapon specs in WoW. The feel that goes with those specs is very slow - weapon swing timers are in the 3+ second range, more focus on timing and CD management. It's really rhythmic and deliberate and that's what we wanted to capture with Yrel, and I think we did so pretty successfully.

Now of course, that style's not going to appeal to everyone. There will definitely be people who aren't into that and that's OK, but for the people who do like it it's a breath of fresh air and offers something they weren't able to get in our game previously.

One piece of advice I'll throw out there is that Yrel is a hero you have to play a few games to really get a handle on, as you need to have a feel for which abilities you can get away with using when, and how your Trait factors into all that. Trait management & skill ordering is really critical to playing Yrel effectively, and that's something that's not immediately obvious until you've put some time into her.

As someone who plays a lot of Cho'gall the left click thing hasn't bothered me at all. However, compared to playing Cho'gall I've noticed I accidentally click my talents or character portrait often when trying to cast an ability. Is there any way we can disable that ONLY when an ability is fully charged?

I think this is something we should explore doing in general (disabling clicks on talent UI while in targeting mode for abilities). As I'm not a UI expert I don't know how difficult it would be or if there are any drawbacks I haven't considered, but I'll pass the feedback along to the appropriate team for consideration.

You mentioned not wanting to have the ingame scoreboard look like an "excel spreadsheet" while in-game, have you and the team given thought to the out-of-game results screen looking like a spreadsheet?

Not to compare HOTS to other MOBAs, but I personally would appreciate getting all the data imaginable, and I think a lot of people would be alright with spreadsheets once the game is over.

Yeah this pretty much captures our feeling as well. When you're not in the middle of a match, we'd like to give you as much data as we reasonably can. I don't have details to share right now, but fleshing out the game stats we share with players (be it through post-game screen, player profile, or API) is definitely on our radar.

That said, as someone who is super passionate about the archetype I really want to play Yrel all the time but that will be hard to do if she is weak. Please, don't let her stay weak for long if the stats show she is.

100% on board with this and we'll do our best. We're going to give her some time to soak so we can get proper data before making changes, but the plan is to make adjustments to help her out if she looks to be under-performing.

 

  • Like 1

Share this post


Link to post
Share on other sites

I posted on Reddit a couple of days ago on what can be done to improve her. Here's the link :

 

What do you guys think?

Share this post


Link to post
Share on other sites

I personally think she's really good and most of the "underwhelming/under powered" talk is coming from people who are A) expecting her to play a certain way (that she isn't good at) and B) insist on charging her abilities too much/often.  That and simply misinformation.

The misinformation part is both obvious and hilarious.  People are stating with certainty that she does no damage/wave clear and can be ignored, yet the fact is she actually has good damage for a warrior class character.  High AA damage (third highest out of warriors) and wave clear on par with or better than Johanna in fact.

As for the other two issues:  Honestly people seem to be expecting her to be Muradin.  Just jump into a team and charge up your hammer.  No prob right?  Likewise they see her charge times and the sparkly stun on her fully charged hammer and they have to get it!

If people gave her a week to really try her before knee jerk crying out how under powered she was they would likely start seeing her positive aspects.  Like how she heals like a full support with Gift of the Naaru.  Or how she has amazing peel for protecting your squishies (uncharged hammer is very effective).  Or how her self sustain is absolutely amazing with uncharged Qs and Maraad's Insight.

That said if Blizzard wants to buff her by all means.  I'm happy with her now so giving me more isn't going to be a burden.  Heck I'm living in fear that her healing/trait will get nerfed so all aboard the buff train.  Play up those weaknesses (real or imagined) it works for me.

  • Thanks 3

Share this post


Link to post
Share on other sites

I saw her a lot Tuesday and Wednesday but she’s already disappeared from most AI games I run for dailies.

She never topped any MVP lists and I don’t recall her being any thing more than average.  She’s a Warcraft character so she’ll be underwhelming.

It’s Heroes of Overwatch, remember?

Edited by Misuteri

Share this post


Link to post
Share on other sites

I wholly agree with @KSDT here. Even thought I have only played with her on the PTR, I feel she is a very useful and versatile hero. Not only almost all her talents are useful, and she has multiple paths and possibilities to adjust to the game, but she is really sturdy and fun to play. The problem is that people are judging her too harshly before understanding how to play as her. I believe she is not an initiator warrior, but a defensive warrior, something we are not used to in HotS. Despite her jump, she is most useful as a second tank staying close to her team and peeling for the squishies. It doesn't help that the charging mechanic is something new. The most important thing is timing and rotation with her, and those are mechanical skills that might be difficult to adapt. And you don't have to fully charge every time, and there is at least one fun and powerful build (Maraad's Insight + Holy Wrath) that actually benefits from spamming.

I like most of your suggestions, @Dejo93 , but they should probably not make all those changes. Her charging will probably stay, since it's a core feature of hers, but maybe if they removed her movement speed reduction it would make a difference.

I really like how the devs have patience and are (apparently) not rushing to change her with all this whining.

Edited by lChronosl

Share this post


Link to post
Share on other sites

Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

Share this post


Link to post
Share on other sites

Got her in the brawl today, others insisted I played her cause nobody else wanted to go tank and they wanted me to pick her, told her it was my first time. She's really good, tanky, fun to play, Thing is, if you try to go in without follow-up vs a sht-ton of cc ;it's not like I did that all the time, mostly wanted to make plays/help the others. Probably should have gone for the unstoppable talent at level 20 (man, when I saw that cd) and not the ult upgrade (team was almost always scattered up, hard to benefit) but oh well..

Share this post


Link to post
Share on other sites

The point about toxicity is a valid one.  I had a Junkrat that did not help the team at all (did not even poke Alters once entire game), but then when everyone calls him out he points to his dmg numbers to show that he is the best player in the game.  Some people like to use stats to verify their ussefulness

I might even suggest that people can't see any stats (or maybe only their own) in game.  How is it helpful?  I have been guilty of looking at the stat board, seeing some mage that has no hero dmg and called them out.  Are they suddenly going to get better?  No.  So why even show it in game?  All it does is foster toxic behavior.     If you want to show it at the end, by all means, but there isn't much use to it in game, aside from the talent screen.

  • Like 1

Share this post


Link to post
Share on other sites
12 hours ago, ExorionAether said:

Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

The community kinda has adjusted to her in the sense that you just rarely see her anymore. Usually with a new hero release day 1 you see them in constant mirror matches in QM day 2-3 youll still see regular mirror matches but it starts to drop off. Yesterday I played a bunch of games and only saw her at all once and she was completely useless on a map that she is well suited for, volskaya. The way basically every fight went was we just ignore/avoid her and go straight for her teammates then when we had nobody else to kill we killed her 3-5 v 1. You'd never be able to do that against any other tank. Every other tank demands at least some attention and will punish you for trying to focus someone else. Imagine trying to walk past Garrosh, Diablo or ETC, it'd be a disaster but Yrel that's just the smart thing to do and you'll never get punished for it

Share this post


Link to post
Share on other sites
42 minutes ago, DimensionDerper said:

Make her skins cost shards. Easy!

Skins imbue the character with POWER, you know?

Her skins are meh. The Mad Jester one doesn't even have a maniac laugh or anything.

Edited by lChronosl

Share this post


Link to post
Share on other sites
23 hours ago, XeaKon said:

She has waveclear and a ton of merc stealing and utility/peel/healing. Plus she is more or equal in resilience to Johanna.

Not even close my friend,unless you have only met bad johana players so far.

Share this post


Link to post
Share on other sites
Uncommon Patron
40 minutes ago, Kurosu said:

Not even close my friend,unless you have only met bad johana players so far.

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

Share this post


Link to post
Share on other sites
19 hours ago, XeaKon said:

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

Share this post


Link to post
Share on other sites
Uncommon Patron
14 hours ago, Kurosu said:

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

Share this post


Link to post
Share on other sites

I've only got a handful of games, and I see some issues.

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better. 

To be impactful, Yrel is almost dependent on her trait.  When it's on recharge, her tools are subpar at best.

My opinion: She's a decent secondary tank for a team that needs some extra zoning, but otherwise mediocre at best.  Anything Yrel can do, some other hero can do better.

Share this post


Link to post
Share on other sites
9 hours ago, gamerk2 said:

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better.

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

9 hours ago, gamerk2 said:

Anything Yrel can do, some other hero can do better.

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

  • Thanks 1

Share this post


Link to post
Share on other sites

I think it is because Yrel ended up as a jack-of-mixed-warrior-support-trades. She is good at many things, including zoning, healing, chasing, peeling and disrupting. But she is not the best on any of them. She should be used as a "support", meaning that she should help your main healer, main tank and main damage dealer. She should not be expected to lead to be at her best( she is a generalist), but she can fill other shortcomings  on your team and help overall. And her talents allow some specialization on these roles.

Edited by lChronosl

Share this post


Link to post
Share on other sites
On 6/18/2018 at 9:00 AM, KSDT said:

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

The problem is she does nothing well, and gets absolutely destroyed by anything that interrupts her abilities charging.  And improving one area of her kit typically make sacrifices elsewhere.  And as for her zoning, outside of some very specific maps like Cursed Hollow, the impact area is small enough where it's easy to simply walk around it's area of effect.

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

And again, her potential is very much limited by her traits uptime.

On 6/18/2018 at 9:00 AM, KSDT said:

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.  In theory it can work decently when paired with "passive" healers like Lucio and Brightwing to give an additional burst heal those heroes lack, but that's not really what you want your tank to be doing.  HotS is VERY specialized, and heroes that typically don't do one thing really well typically aren't used that much.

If Yrel didn't have to charge every single ability, she might be decent.  As she is currently built, I honestly don't see a point ever picking her.  I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

Share this post


Link to post
Share on other sites
3 hours ago, gamerk2 said:

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

3rd highest AA DPS of the Warrior class (note, having a slow attack speed but high base damage is generally a good thing in hero fights since in a normal fight you don't have the luxury to sit on the target and swing multiple times) and better AoE damage/wave clear than Johanna if I remember correctly.  That doesn't make her the scariest thing on the field sure but for a Warrior character?  She isn't lacking DPS.

Also, I think an issue you might be facing is that you're expecting her to charge her abilities regularly (and thus doing nothing/getting interrupted regularly).  Once you play her a while you realize, no that is not how she plays.  You charge her abilities only in certain situations (generally only at the very beginning/end of fights) and instead largely use her abilities on cooldown uncharged with Traits and AAs in between.

3 hours ago, gamerk2 said:

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.

I have played the hero extensively, no it does not have a small trigger zone.  It's actually a fairly decent range heal.  Comparable to heals like Lili's Tea Toss.  I'm not sure why you would want to be further than that away from your allies in general and either your front or back line (as needed) specifically.

3 hours ago, gamerk2 said:

I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

That might be the problem.  You seem to have a very specific definition of what "works" (which I'm not sure is entirely accurate given some of the reasoning you're basing your judgement on seems inaccurate) and Yrel doesn't seem to fall into it.  I've noticed that many of the people who like Yrel consider themselves Support mains and they find her quite effective.

As I've said elsewhere, I personally see her as a tough, mobile, disruptive support character rather than someone who is trying to replace a Garrosh or Muradin (trying to play like them will only get her killed).  I don't think she should be the main tank for a team or the main support but she handles both of those roles as a secondary exceptionally well.  Considering having two warriors on a team is already quite common I don't think she has any issues filling the secondary slot on a team looking for more healing, disruption, disengage, wave clear, solo lane survival, and/or rotations all of which she does very well.

Edited by KSDT
  • Like 1

Share this post


Link to post
Share on other sites

Agreed. Also, weighting the pros and cons of charging up instead of instant casting is also part of playing Yrel. Of course, her abilities are stronger when fully charged, but they are only worthless if cancelled. If you instant cast them you get around 50% utility, I would say. If you end up in a position when you know the enemy can interrupt you (and they know it, too), then don't charge up. Or even better, play mind tricks with them. All of Yrel's abilities got only a 6 second cooldown, and since you shining all gold and mighty in the middle of the fight will call a lot o attention, use it to your team advantage. Friendly ETC is ready to cast Mosh PitMosh Pit? Bait an enemy's Storm BoltStorm Bolt to interrupt your VindicationVindication, wasting their cooldown. Need to run away, but oponnent Maiv is hot on your trail with Umbral BindUmbral Bind off cooldown? Let it interrupt your Righteous HammerRighteous Hammer instead of your Avenging WrathAvenging Wrath. The hero is too new (and not that popular) for us have seen all of it's possibilities. And playing with this level of coolheadedness is already hard enough with old and tested heroes.

Also, her talent tree is flexible enough to allow you to build up according to the enemy team. They have both Johanna and Anub'arak? Well, assume you will never be able to charge up completely and pick talents such as Maraad's InsightMaraad's Insight, DauntlessDauntless, Aegis of LightAegis of Light, and Holy WrathHoly Wrath that don't require you to charge up to get value. The enemy has no hard CC, or maybe only a Jet PropulsionJet Propulsion? You can safely pick Holy AvengerHoly Avenger, Aldor PeacekeeperAldor Peacekeeper or Velen's ChosenVelen's Chosen and fully charge most of times. Even if the enemy has three melee heroes with interrupts you can still make some strategic picks such as Light of KaraborLight of Karabor, Aldor PeacekeeperAldor Peacekeeper, Divine FavorDivine Favor and every time use Divine PurposeDivine Purpose with VindicationVindication during team fights.

And talking about her role, she is that 5th pick to round up your team. Already have a burst assassin, a strong frontliner, an efficient healer and someone to put constant pressure? Yrel can help on all of those roles, even if she can't fulfill them every time. Pair her to your squishes to guard them. Follow your frontliner to further disrupt the enemy team. Give healing, armor and cleanse to your allies from time to time to help them stay alive. Bait enemy's dangerous abilities or ultimates. That is her role.

In a similar way to Tyrande, she falls under the generalist stigma. People don't like her at first because they don't immediately get her purpose and effectiveness. As I posted before (or maybe another thread), she is a "true support" (support healer), capable of assisting every role on most situations.

Edited by lChronosl

Share this post


Link to post
Share on other sites
On 6/18/2018 at 12:46 AM, XeaKon said:

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

check her current tier.Thats right BOTTOM

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

×
×
  • Create New...