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Upcoming Heroes of the Storm AMA Schedule

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The Heroes of the Storm dev team released a schedule of three upcoming reddit AMAs. The first AMA dedicated to Art and Animation is scheduled for Wednesday, July 11. Ranked Play & Matchmaking will be discussed the week of August 6 and the final one about Hero Balance & Design will be up the week of September 10.

Heroes of the Storm AMA Schedule

  • Art and Animation: Wednesday, July 11 from 10:00 a.m. to 12:00 p.m. PDT. (7:00 p.m. to 9:00 p.m. CEST)
  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

Blizzard LogoBlizzard (Source)

On the Heroes team, we love taking the opportunity to talk with the community about game-related topics in “Ask Me Anything” threads on the Heroes of the Storm Subreddit. These not only help us provide more insight behind the dev team’s decisions, but also give you the opportunity to ask questions and share feedback directly with the people who work specifically on the areas you have questions about.

As part of our ongoing commitment to improve communication, we’re kicking off a series of three new AMA threads, so that you can get answers to all of your most burning Heroes of the Storm questions. Here are the topics and dates for each of our upcoming AMAs:

  • Art and Animation: Wednesday, July 11 from 10:00 a.m. to 12:00 p.m. PDT. (7:00 p.m. to 9:00 p.m. CEST)
  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

We’d like to focus the discussion during each AMA on a different area of the game’s development. This will allow us to provide more in-depth answers to your questions compared to the AMAs we’ve done in the past. It’ll also allow us to bring in specific groups of devs who have specialized knowledge and are better equipped to dive deep into the topic at hand.

We’re excited to hear from you, and we hope you’ll have some good questions ready for us! Stay tuned for information on future AMAs and let us know if there’s a specific type of AMA that you’d be interested to see.

Head to the official Heroes of the Storm forums to discuss this post with other players.

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51 minutes ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

Them along with Abathur and Kerrigan. They are the last ones with some old talents like Overdrive and Mule.

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2 hours ago, Arcling said:

Them along with Abathur and Kerrigan. They are the last ones with some old talents like Overdrive and Mule.

EnvenomEnvenom, lol.

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Didn't Blizzard (indirectly) state that they would keep MULE for Abathur because they consider it crucial to Aba's gameplay?

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It really isn't. Unless we're talking minions here. Mule can be removed by opposing players easily. And mines take out minions too quickly for mule to be of value. If they really want to keep it then at least call it 'Infest' and make sure it can't be destroyed, maybe draw out the heal over a longer time with smaller amounts.

I'd much rather they make mines more valuable and seperate them by levels. Maybe add a fourth mine choice by getting rid of Mule. The Spike Burst talents are also pretty lazy and ineffective compared to healing. Most talents are really. Gicing up those two first shields and the last shield requires a bit more of an advantage I think then all current talents.

Locust can still be effective on certain maps and the two fourth level mine talents are both pretty useful if you use a non-healer build. But the adrenal overload kinda forces the player to disregard the role of Abathur just to add a slight boost to an existing player as opposed to saving many teammates and finishing many kills.

Right now I can't really justify ever taking anything outside of two early shields, two stabs with monstrosity, and a shield and twin symbiote finish. The other talents don't compare to all the benefits that build does.

If you aren't bounce around your teammates saving them from death and turning fleeing death into a secure kill, while using mines to waveclear, disrupt flanks, scout, or finish off runners by mining future escape routes as they advance on you, then you're doing it wrong.

The other builds are for funtime in AI games and nothing more so far. I cringed watching Abathur being played on HGC. The other day. Mule and then a Spike Burst talent, all while solo supporting. YEESH. If you're goinf to solo support at least make sure you can help your teammates fight. The range boost on stab allows Abathur to kill pursuers while they're out of range. Use it. ?

Also, the AI when you disconnect. It chose my talents for me a few times that ruined the entire build. Abathur requires you to mostly pick a path. Stab/Heal, Locust/Mine, etc. The fact that a disconnect can end our ability to play is idiotic. Why even let us back in thet game?

So if they modified Abathur, I'd like to see talent types spread out with no repeats like in lvl 4. Mule replaces or its art/mechanics modified, and the AI fixed to not screw us over. Or give every hero taletnt resets as well for disconnects.

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7 hours ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

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43 minutes ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

Don't even get me started on Diablo. I miss his old kit so damn much.

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11 hours ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

I don't see a problem with saying "it's not going to happen until we have an actual idea for what we want to do with the hero". They can't exactly rework a hero until they have some ideas for what they want to rework it into. I also get why they are in no hurry to work on them as they are by far the most complicated and difficult hero to play (abathur is 2nd but the vikings take the crown) and playing with a bad vikings player is a truly miserable experience. A rework always encourages players to play the semi-new hero and having a large influx of new vikings players will lead to a lot of bad experiences unless they find a way to make them an easier hero to pick up and play so they would need to hit a bullseye in one shot for the rework to be a good idea.

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22 hours ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

You're forgetting Illidan though. Who still have bolt and an AA quest that takes forever to complete.

 

 

You're all forgetting Illidan ?

Edited by Xaethron

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1 hour ago, Xaethron said:

You're forgetting Illidan though. Who still have bolt and an AA quest that takes forever to complete.

 

 

You're all forgetting Illidan ?

He is viable, though. He has his niche when paired with the Abathur Symbiote build.

Now The Lost Vikings are trash now, since everything can just kill them in seconds. And since the changes of the structures no longer running out of ammo, their split pushing became much less effective than it was before.

Edited by Valhalen

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17 hours ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

Both Azmodan and Dibbles needed a rework. Saying that "nobody sees anything wrong with them" is a blatant lie - all the streamers I watch complained about Dibbles before his rework and I think for the right reasons. Dibbles was invalidating pretty much every melee assassin while outtanking every tank in the game, which was just ridiculous. 80% pickrate whille still having a 53% WR... like really? Let's not forget that he had piss-poor talent diversity too. Objectively speaking - the Diablo rework has been a major improvement.

That being said, there were definately other ways to rework Dibbles - and I can understand some might have preferred it if Dibbles would have been reworked into a melee assassin instead, which is fair enough. But that is personal preference, and while this is something I definately would not have minded personally, it is just not the choice Blizzard made.  Would I have preferred a Melee Assassin Diablo? Personally, yes, mostly because I'm dogshit on main tanks ? . And because slamming people in the wall for a lot of HP was fun, especially with opposing tanks. But the latter is subjective and the former a problem residing between chair and keyboard, and neither of them are good bases to build off if you are looking to balance your game.

And Azmodan's build was highly restrictive not to mention that the Basic Abilities you didn't talent into were just a waste of mana. And Laser build is nothing but a meme. The way he was reworked being the way to go is something entirely up to debate, but that he needed a rework in some way cannot be denied and giving him Taste for Blood baseline was something that I would have done myself in his rework well before Blizzard even mentioned it (I suggested it on a stream way back in March). Also the fact that Black Pool is gone (even if I hate its replacement and I would not be surprised if Tides of Sin gets replaced again in the future) means that his abilities can be way more useful baseline without breaking things alone will give Blizzard a much easier time tuning him to have a good spot in the game. I'll save my judgement for after I have played him, but I think pure design-wise (he might be undertuned or even overtuned) it's definately an improvement even if he might have lost some of his identity.

I understand you don't like that some of your favourite playstyles get removed, but let's keep subjective and objective arguments seperate if we can.

Edited by Aasgier
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On 7/6/2018 at 9:36 PM, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

As I've noted before: Grouped TLV actually outduel (generally .66 to 1) most Assassins if you build them for damage.  Nordic Attack Squad times 3 TLV equals a ton of bonus damage (1% HP per auto-attack per Viking over 5 seconds!), and the stun given by Large and In Charge allows TLV to outduel (and by that, I mean one TLV survives) most enemies 1v1.  Hell, if all Blizzard did is move Executioner to a talent tier where you could take it alongside Large and In Charge (which itself would activate Executioner) the TLV's grouped damage output would border on the obscene, and would make nuking a Viking (Eric) a priority in most fights.

The point on the above is simple: Give TLV benefits to being in a group alive, be it stacked damage, stuns, slows, or whatnot.  Especially since Play Again! is a thing should one (or more) of them die.  Basically, trade survivability and XP soak for major benefits if every Viking is alive, with much less potential as each Viking is killed off.  Nordic Attack Squad is a good example of what I'm looking for; more skills that scale with the number of Vikings.

The other change I would make would be controversial as hell, but would lower the skillcap on TLV quite a bit: Give a level 1 talent that when taken will cause the two non-controlled TLVs go under AI control.

The downsides are obvious: You give up a level 1 talent, and AIs aren't exactly good players.  On the other, this allows less skilled TLV players the ability to focus on one particular TLV.  Of course, you'd need robust talent trees for each individual TLV for this to be effective, as well as skills that buff TLV when apart.

The problem here is Blizzard doesn't want to have one set of talents for grouped TLV alongside an entirely separate set of talents for each individual TLV.  It makes each pick more or less automatic based on playstyle, but that's probably the only way to do TLV at all.

If anyone else has any better ideas, I'd love to hear them.

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12 hours ago, Aasgier said:

Both Azmodan and Dibbles needed a rework. Saying that "nobody sees anything wrong with them" is a blatant lie - all the streamers I watch complained about Dibbles before his rework and I think for the right reasons. Dibbles was invalidating pretty much every melee assassin while outtanking every tank in the game, which was just ridiculous. 80% pickrate whille still having a 53% WR... like really? Let's not forget that he had piss-poor talent diversity too. Objectively speaking - the Diablo rework has been a major improvement.

That being said, there were definately other ways to rework Dibbles - and I can understand some might have preferred it if Dibbles would have been reworked into a melee assassin instead, which is fair enough. But that is personal preference, and while this is something I definately would not have minded personally, it is just not the choice Blizzard made.  Would I have preferred a Melee Assassin Diablo? Personally, yes, mostly because I'm dogshit on main tanks ? . And because slamming people in the wall for a lot of HP was fun, especially with opposing tanks. But the latter is subjective and the former a problem residing between chair and keyboard, and neither of them are good bases to build off if you are looking to balance your game.

And Azmodan's build was highly restrictive not to mention that the Basic Abilities you didn't talent into were just a waste of mana. And Laser build is nothing but a meme. The way he was reworked being the way to go is something entirely up to debate, but that he needed a rework in some way cannot be denied and giving him Taste for Blood baseline was something that I would have done myself in his rework well before Blizzard even mentioned it (I suggested it on a stream way back in March). Also the fact that Black Pool is gone (even if I hate its replacement and I would not be surprised if Tides of Sin gets replaced again in the future) means that his abilities can be way more useful baseline without breaking things alone will give Blizzard a much easier time tuning him to have a good spot in the game. I'll save my judgement for after I have played him, but I think pure design-wise (he might be undertuned or even overtuned) it's definately an improvement even if he might have lost some of his identity.

 I understand you don't like that some of your favourite playstyles get removed, but let's keep subjective and objective arguments seperate if we can.

Diablo simply has the kind of kit you can't put on a hero today.  Two different ways to disrupt enemies, which happen to be excellent pairs to each other is a bit much.  And both his Heroics are situationally awesome; pick A if your team has CC, pick B if your team needs CC.

Because of his revive mechanic, Diablo should be the most squishy tank in a fight.  Sure, you get a great kit, great heroics, above average damage as a tank, and a fast respawn, but you should die about as fast as a Thrall does when focused.  If Diablo isn't frail in a fight, then Blizzard hasn't built him right.

As for Azmo, I've yet to play him since his re-work.  I ALWAYS took Black Pool; I've never seen the point to his other ult when compared to the damage boost a Q + Black Pool gave (nevermind his E + Black Pool).  I can't see his new ult as anything but a downgrade since it only affects his Q, though I tentatively like his other changes.

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      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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