Jump to content
FORUMS
Stan

Art and Animation AMA Recap: Jul 11

Recommended Posts

38157-upcoming-ama-schedule.jpg

Heroes developers answered your questions on reddit earlier today and we're looking at highlights of the latest Art & Animation AMA.

Heroes of the Storm Art Team

AMA Highlights

  • The team will add more D3 banners to the game and is open to suggestions for missing banners, portraits, and sprays that you'd like to see.
  • Kael'thas' FlamestrikeFlamestrike is hard to see on Sky Temple for players who play with low graphics and the FX team will come up with a fix.
  • Probius' pylons, cannons, and gate colors will be updated to match his skins. It's still on the radar for a rainy day.
  • Animated homescreens are gone, because they were too resource-intensive. Having the 2D homescreens allowed them to show off the beautiful art without taking 15 people offline for a few weeks to do it.
  • If you begin walking by clicking far enough away, Chromie will start her walk cycle with a little jump instead of just running (similar to how the bikes do a wheelie).
  • Cho'gall was such a large Hero to develop that they added extra joints to his skeleton to add realism to how his massive body moves.
  • Portraits will be eventually added to loadouts, but there's no timeline for that.
  • Janitor Leoric is such a great concept that it would be a shame to sweep it off the table.
  • The biggest hurdle for new Ragnaros skins is the heavy load of FX work associated with him.
  • Better organization of the in-game art collection is something they'd like to do.
  • More banner content will be released in future patches.
  • Stukov was the most challenging Hero to animate. Massive ShoveMassive Shove was exceedingly challenging to get working. Ragnaros' custom mount was also tricky.
  • With future reworks, they'd like to add new skins to the game, but it's not a priority to always align them with reworks.
  • New skins for The Lost Vikings are resource-intensive, because the team needs to create three standalone skins for a single Hero. Recolors will happen in the future though.
  • The game has a RTS-style isometric view and Heroes are often chunkier so that the asset is easily readable and identifiable from the game camera.
  • Coming up with a new Legendary skin takes about the same amount of work as a brand new Hero.

Upcoming AMAs

  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

Blizzard LogoBlizzard (Source)

There are only 5 sprays in the Diablo category -- the D3 icons for the first 5 classes. Can we at least get the icons for the D3 Crusader and Necromancer that are missing as sprays?

I'll talk to the bringers of sprays and get these in the pipe for future addition. And from this and other threads it sounds like there are a lot of suggestions for missing sprays/banners/portraits that you all would like to see - we love hearing those ideas, so please keep them coming and we'll get them on the list for eventual inclusion!

Kael'thas' flamestrike is still really hard to see on Sky Temple with low graphics settings. Are there any plans to update spell effects like flamestrike for people who play on low graphics?

I'll bring this up with our FX team - thanks for calling it out!

Might as well get this out of the way now because you know you are gonna get alot of these

Will we ever see new models for BW and Arthas?

BTW you guys do fantastic work and I'm going to college this year to start working towards a job in your industry! It's my dream to be able to do what you guys do keep it up!

Given the community's intense desire for an answer on this topic, I'll do my best to answer as directly as I can.

The Heroes team as a whole is aware of this request and we have had many discussions on how best to approach the rework. Unfortunately a rework like this would affect many departments (design, modeling, animation, fx, tech art, engineering, etc.) and given our development bandwidth, we have to weigh the work it would take vs. what else we could be making in that time (other new heroes, skins, feature support, etc.). That said, we don't currently have any timelines for these reworks since we want to weigh the cost of doing them with all of the exciting new content we currently have in the works.

We absolutely appreciate the passionate feedback that we get on the topic and we hope you'll continue to let us know what you think could be improved as well as what you love about the current version.

In the past, folks at Blizzard have said they will update Probius's Pylons, Cannons, and Gate colors to match his skin tint. Is this still happening? Should we hold out hope for other ability updates to be recolored to match their skin tints too? Some examples:

  • Void Illidan uses purple blades but they become green when he uses Metamorphosis
  • Dreambreaker Thrall is green but uses red lava-themed abilities
  • Crimson Special Ordinance Raynor is red but his Banshee is blue

Hi Vambage, thanks for bringing this up. It's great to know updating Probius' ability models is still wanted. This is something that is still on the backlog for a rainy day. We also try to keep this in mind with all new skins we create. With regards to the other examples you give, in some cases a hero’s abilities can’t be adjusted to perfectly match an alternate appearance (i.e. a skin that’s a different color) due to the importance color has on communicating whether an ability is damaging or healing. Green and red are particularly tricky—if something that is red is turned to green, it can be mistaken as something that is safe and non-damaging. It can have an impact on gameplay that Design likes to keep an eye on, but every case is different, and we always like to review.

Most of the skins don't have abilities matching with the tint used, like any Probius skin where the pylon will always be yellow/blue, even when using another color. Some skins have abilities matching with the tint like Queen of Ghost Kerrigan. Why is that the case and do you have any plan on changing it to make it more consistant?

Hi! We avoided creating a hard and fast rule to always match abilities with their tint as the overhead from such a commitment could constrain us to the point that it meant less new things like heroes or skins in the long run. It’s a fine line that we try to balance skin-to-skin, but we’ve always wanted to go back specifically to Probius’ ability models as we agree that consistency there would be great. It’s just a matter of when we can prioritize this work, so please continue giving input on which heroes would benefit most from these efforts and we'll take that into consideration. Thanks!

What is your creative and development process for selecting which heroes get what skins?

Greetings! Our process for selecting skins involves a combination of creative passions, production bandwidth, and timing. Above all, concept and theme are king. Our top priority is always to create skins that our team is excited about, and that we think our players would be excited about. Sometimes we start with a theme and think of what heroes would be a great fit. Other times the heroes themselves are the inspiration for an idea.

From there, we try our best to balance all the ideas against our ability to create them. Some heroes are MUCH more time consuming to create skins for and we have hard choices to make when one skin may take considerably more time across many more people to get in game. Along the way, we look at everything from hero popularity to skin implementation complexity to how often players are equipping existing skins for heroes. At the end of the day, we try to bring as many unique, compelling, and varied skins to the game as we can, for as many players as possible.

Like everything we do, this process is constantly evolving, and I've been thrilled with the themes, variety, and quality of the skins so far this year. And there are sooooo many awesome new skins in the pipe that I can't wait to get in the game, too!

We didn't see an animated home screen for Yrel when she was released. Do they take too many resources to make and are from now on dropped, or was this a rare exception?

I really liked the home screens in the past. I wish there was a way to let me choose a specific one from the past when I log in.

I also really liked those home screens, but they were seriously an incredible undertaking that took a lot of people offline for a long time. Plus, we have these incredible artists creating beautiful concept pieces that really deserve a chance to shine.

Furthermore, there is so much more we want to show you, and that stuff is equally deserving of space on the home screen -- stuff like upcoming events, and all the other content that we're always working on. Oftentimes, we'll be making cool things for you guys and have no obvious way of telling you where to check it out aside from patch notes.

In the end, having the 2D homescreen allowed us to show off our beautiful art and surface to you the things you might be looking for without taking 15 people offline for a few weeks to do it.

And that's more time for those people to make even newer, even cooler content. ?

Circle of life.

What are some touches you've put on a model, or character that you were REALLY proud of that we might have missed? Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day.

You help make the game come to LIFE. You made Leoric lumber, you made playing him FEEL lumbering. To be able to make ME feel that way when I am playing him (or any character) is truly a feat. I want to know more about something you've done to a character so I can more truly appreciate your hard work.

"Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day." HAHAHAHA - I would neeeeeever. ?

As for your question – Chromie is probably one of the heroes that I am most proud of. When I started working on her, I'd never animated something seriously 'cartoony' before -- pushed timing, held poses, crazy mid-air jumps and things. She came hot on the heels of Dehaka -- realistic monster bro. It was tough to switch gears, but I feel like in the end I squeezed cute-gnome-personality into every piece of her kit.

The one thing you might have missed, as we didn't want it to happen to often, is that if you begin walking by clicking far enough away -- Chromie will actually start her walk cycle with a little jump instead of just running. (Similar functionality to how the bikes do a wheelie)

Speaking of Dehaka, he also has several walk variations. He looks side-to side while walking around (the little sneak is always prowlin') and every once in a while he gives a solid hobble onto his good arm to help him along.

I see you play Tyrande... one of the first things I did on the team was fix a deformation issue on Tyrande's gluteus maximus, which was quite visible in the hero selection screens and was the butt of many jokes. Without any patch notes mentioning the change, Reddit somehow noticed! That made my day and is still one of my most memorable moments working on Heroes of the Storm.

As for something that you may have missed... Cho'gall was such a large hero that we added extra joints to his skeleton to add realism to how his massive body moves. I'll leave it up to you to find those extra joints ?

There are so many portraits in HotS but we can only use one at a time. What do you think about adding a portrait loadout slot so we could use different portraits with different loadouts, to be used on loading screen?

This is something we've discussed and we like the idea a lot. No timeline for getting it in game yet, but it's definitely on our radar.

When are we getting Janitor Leoric?

The team as a whole loves seeing the bucket of ideas that the community is always creating! And Janitor Leoric is such a clean concept, it would be a shame to sweep it off the table…

Alexstrasza's face looks a little stretched out horizontally in the hero bar at the top of the screen and in the observer/replay UI. Is it a trick of perspective or is it actually messed up somehow? Link:

https://www.reddit.com/r/heroesofthestorm/comments/8v2wk5/its_been_nearly_8_months_blizzard_isnt_it_time/

This is unintentional! I watch too much HGC to not be aware of it -- We're definitely on it!

Can we expect Ragnaros to get skins (or recolors) that are not red, orange or yellow? Something purple or green will be great. But he's the 2-nd oldest hero with only 3 skins.

It's something the team would love to do, but the biggest hurdle for Ragnaros is the heavy load of FX work associated with him. The model recolor would be easy to handle but FX would not only have to touch a myriad of FX, they would also be on the hook for maintenance of those skins should any issues arise. At the end of the day we have to consider whether or not the resources spent for a single Raganaros skin/recolor is more meaningful to our players when the time could have been used for multiple new skins or recolors instead. It's a balancing act, but one that we would eventually love to make the time for.

I know this isn't exactly "art and animation", but more likely "organisation of the art in the collection", but I don't think I can ask this in the other coming AMAs either, so I'll go ahead and post this here: Can we get better organisation on the sprays and portraits in our collection? Getting filters for the different unverses and filters for "sketches", "herostorm", "stylized", "indigo", "classic", "nexus", "achievement", "event", etc, would greatly help with finding what you are looking for, and it will make the collection seem less messy.

I'll bring this up as part of our ongoing discussions on evolving the collection. Thanks for the feedback!!

I liked and missed master skins, not the exclusivity of them (okay maybe a little bit), but it was fun to have over the top versions of the base skins. Did you enjoy re-imagining decked out versions of each hero?

Absolutely ? One of the joys of early HotS skin development was giving a Heroes twist to the established heroes coming into our game from other universes. We will still drop “Master level” skins from time to time, but we hope you’re also enjoying the themed skin bundles as well!

What hero was the most fun to design/animate?

For me it was Dehaka!

I was a hardcore Zerg player in BW and SC2, so it was exciting to be able to help bring Dehaka to the Nexus. One of the reasons I love the Zerg is their obsession with evolving. Our Art Director had a cool idea to help sell this fantasy: Dehaka's arm would regenerate once the player accomplished something, in this case, when they picked a heroic ability. This was both challenging and very fun to execute on. The fully grown arm had to line up perfectly to the severed one. This was also the first time a hero's model changed significantly after picking a heroic in our game.

Thanks for the question YugoBetrugo17! It's very hard to pick just one, as one of the great things about Heroes is the variety of characters we get to animate and design. Animating Alarak was a lot of fun because of his weapon design. But Lili was also fun because it's not every day you get to animate a character skipping. Not sure when that will happen again!

For me it was ALSO Dehaka!

I started my life at Blizzard as an intern on StarCraft II: Heart of the Swarm, where we first met Dehaka, and I fell in love. By the time I got there, Dehaka was already animated, but I thought the concept of his character - this badass primal zerg - was SO awesome I jumped at the chance to give my own take on him.

Plus I got work with a pretty cool Tech Artist. (PS: Happy Birthday, Billy!)

Why aren't we getting banners as often as we should? There are plenty of banners that could/should be added, but we are only getting banners for events, and not regular ones ?

We think banners are a fun way to customize your character and we'll continue to invest in them even more moving forward! Banners were originally difficult to distinguish or associate with a given player, but in the past year, we've added the ability to see the owner of the banner (in text form) in-game, along with adding it to the MVP screen. As part of this expanding support, we'll be releasing more banner content in future patches that not only celebrates our events, but also our Heroes, skins, and the game as a whole. We hope you like them, and please keep those requests coming!

When animating a character that has seen a previous iteration in the Blizzard universe (as is almost always the case) how much inspiration do you draw from the original iteration, and how much do you create fresh?
In the case of a game like OW, are you able to directly port over animations, or do you end up creating everything from scratch anyways?

Bonus (and more important) question: Waffles or pancakes?

In general, when setting out to create an existing Blizzard hero, we collect reference materials from across the company with the goal of making the hero fit in the Nexus while still staying true to their other incarnations. We often will get in touch with other game teams to get their feedback as well as their buy-in on what we are doing. In the case of Overwatch heroes, we do not port over animations directly. We do heavily reference them though!

Waffles FTW.

How much of the artwork that finds it's way into the games is just one of you, doodling and brainstorming by yourself, it gets traction w/the others in the team. Or is all the artwork made by commité?

I think the team does an exceptional job of being mindful of the collaborative mentality. However, every good idea's gotta come from somewhere!

D.Haka, for example, came about because my buddy and I were making jokes while queing for QM during a lunch break. Chromie's sand-clone dance was something I begged FX for and we were able to make happen, and her Taunt, when the dragon appears, is something I mocked up a working protoype for and pitched to the team.

One of the most fantastic and most surprising things I've found working as a game developer at Blizzard is the seriously incredible sense of ownership over the work I'm creating. We have teams, there is an approval process, and yes, direction often comes down from on high -- but every voice really does matter. My opinions are valued, and good ideas are acted upon no matter what the source.

Lana: What was your favorite animation to work on and why is it Enforcer Morales' hairflick?

Hahahahah -- That was a fun one! I begged to work on even just a tiny piece of Enforcer Morales, and was very lucky that I finished up Enforcer Jo quick enough to sneak in a hearth for Morales between other tasks.

Favourite animation to work on, however? Gotta be my boy Dehaka.

What heroes/effects were particularly hard to animate?

Stukov! This boy was challenging from a number of angles:

Technically -- Making sure that his various FX were correctly connecting to his base model. Massive shove, in particular was exceedingly challenging to get working 'just so' and it took an incredible effort from all disciplines to get it where you see today.

Artistically -- Stukov is a stoic military bro who is ashamed of the monster he's become. I went to school to animate monsters -- all I wanted to see was Stukov go full Rage Mode with that Zerg limb, but he's supposed to be restrained. Calm. (Compelling character -- but what an obnoxious justaposition!) Keeping a half-man half-alien looking upright and put together on the battlefield.. but also threatening and tough. Not exactly the simplest task.

Emotionally -- Now, this is getting real deep into animation nerddom, but I really struggled with getting his acting choices just right! In the end, I'm pretty satisfied with the balance I found. It's probably best seen in his Quick Match hero select screen:

When Stukov is out of combat, he stands with his arm tucked behind him - as he wants to present his best most human self to you.

Upon hitting ready, Stukov looks at his arm, resigned, and says 'Victory above all' - because winning battles is more important to him than his cosmetic flaws, and he will use every advantage he has in order to do so.

When he's readied up, he has forgotten any insecurities and is ready to fight.

And when Stukov unreadies, it's almost as if he's coming to his senses. As if, perhaps the animalistic, zerg mentality has affected more than just his arm, and he's back to his militant, disciplined self.

Thanks for the question, kid-karma:

We are constantly pushing ourselves to do innovative and challenging things for new heroes. Some of these challenges will be invisible to our players by the time they ship, so this is a good opportunity for us to shed some light on what we went through.

For myself, Ragnaros was particularly hard. He went through various iterations in art and design, so his character rig had to change multiple times to accommodate. One thing to call out specifically is Ragnaros' "flame base." To prevent the spinning texture from flipping around when a player moved him, we needed a way to lock it down to always face the camera. To do this, we separated the flame base from the rest of him and re-attached it back in game. This made it hard for the animator to know what he was doing inside our animation program because a significant part of Ragnaros was not moving as it would in the game. The animator had to use a lot of his imagination when doing his work. ?

Ragnaros' custom mount was also tricky. It was our first time introducing a mount with a dynamic trail. This introduced new technology to our Heroes and required a lot of interaction and iteration between Tech Art, Engineering, Animation, and FX. We now use this technique on the various water mounts in the game.

It seems like Standalone hero reworks are coming with new skins. Is this something we can expect in the future?

Hello! Our recent reworks from Sonya & Medivh through Raynor & Azmodan have been paired with everything from new takes on existing skins to entirely new skins. With future reworks, we'll continue to have similar skin support across that range, though note that it's much more important to us to get the right rework at the right time for gameplay purposes rather than aligning a rework with a skin.

Overwatch has victory poses and taunts available in lootboxes, will we ever see anything like that in HotS?

Hi Imephraim! That's a really fun question, it's an idea that gets brought up every now and then internally too. I can tell you there are currently no plans to do this but it's still an idea I'd like to hang onto. It requires a lot of technical hookups in the game before it would be possible that aren't currently at a high priority, but beyond victory poses and taunt animations, I think a Hearth animation you can choose in your Loadout would be fun too.

Hey /u/Blizz_LanaB, great job on Yrel, she looks amazing though I have a question. Did you get to animate her wings too or was that somebody else or the FX guys?

Thanks!

I animated them, as well! The motions at least -- our amazing FX artist was responsible for making them look so beautiful, otherwise.

They were a little tricky, because the wing rig lives in a separate file and then is attached to the model once they are in the game together -- so it's a little funny animating them as separate pieces -- but I think they turned out great!

The Lost Vikings haven't gotten new skins (or even recolors) ever. Any plans to change that?

Eventually, yes. The primary hurdle for The Lost Vikings is that it is a "three models for one Hero" situation. Building three new models is quite a commitment, so a new skin for them is something we have to clear time for. But I'll go ahead promise that recolors WILL happen! ?

The extension of certain skin-themes in events like Herostorm or Raiders of Warchrome have been a delight. Can we expect similar events to expand on other skin-themes in the future?

As long as the community is engaged and passionate for a skin theme, we would love to continue exploring those themes! ?

Something me and many of my friends have noticed, is that a lot of the Heroes character models are muscular and chunkier than their other video game counter parts, Is there a particular reason for this?

Yes! We try our best to maintain the key elements that make those heroes who they are, however, when a new hero or skin comes into our game we have to take into account how those models are seen by the player. Because our game has a RTS-style isometric view, we often need to exaggerate proportions so that the asset is easily readable and identifiable from our game camera. Having said that, our game has evolved over time and with new features like Heroes 2.0 loot chest and collection views, we've been adjusting our modeling process to account for close up views as well.

What were some of the difficulties the team ran into when making/animating Alexstrazsa's dragon form? And can we be hopeful to see more like that in the future?

The biggest issue we ran into was the size of the dragon - we knew we wanted to have her in dragon-form out on the battle field, but to do so effectively proved a challenge. How do we ensure we're adding to the gameplay experience rather than obscuring it?

There was a lot of back and forth on the scale of her dragon form between art and design, but ultimately, it was our incredible engineering team who helped us cultivate a powerful and performant experience using turning tech.

Most heroes can turn on a dime and it's no problem, but a massive dragon pulling a 180 in a single frame is visually abysmal and breaks the immersion of the dragon fantasy. The tech enables us to have 'turning' animations for the dragon that we blend in/out of, so we can actually have the model bend and face the direction she wants to go as she turns, rather than popping in the opposite direction.

This is a question for each artist/animator: If you could redo one hero from scratch, who would you choose? Could be one of yours or someone else’s work.

Kerrigan! One of my favourite characters from lore (and I play her all the dang time). I was lucky enough that I got to animate a skin for her -- had a chance to animate a legendary homescreen and a few custom animations -- but I'd love the chance to do my take on her kit in full!

How much work goes into making a legendary skin with unique animations and/or sound effects? If you decided today to make a new legendary skin for a hero, when would you guess it would be ready for release?

Artistically, it's typically the same amount of work for a brand new hero! New model often means new rig, often means new animation set. With all that work and TLC from so many different teams, it could typically take months and months!

Alright I got several question so lets start with the big one, which I have been curious about for quite a while

Why was Nova's original taunt animation changed to the current one?

I believe you changed it after the game went "live", Im just curious as to why because its not like there has been a lot of animation changes, at least not after heroes are open to the public.

Thank you for doing and for probably being the best art direction in all of Blizzard right now, you guys rock!

First of all, thank you so much for the kind words!

Nova's original taunt fluctuated a bit too far out of character for her. So the dev team decided to change it to something that actually fit her personality!

Taunts are a funny thing to animate because it's hard not to let our own personal attitudes seep into the characters. The way that I would taunt someone is dramatically different than the way Yrel would taunt someone, or Dehaka, or Artanis... In this case, I think Nova's old taunt dipped a little too far into the voice of the dev vs. the voice of the character.

What was the biggest animation error or glitch that has occurred during the entirety of HoTS? I wanna see how screwed up this can get.

Hi NumberOneBepsi! I'm not sure if this is exactly what you're after, but when animating Nazeebo's Gargantuan there was a bug in the game during development where a Minion would randomly attach to his hand. It was incredibly funny and the Designer agreed to make it a part of his kit. We created some animations to have him actually pickup the minions and then attack with the minion still in his hand. I think a lot of people don't realize this happens. ?

I've always been curious as to the process of getting a design from initial concept art to in-game, would you be able to give a general sketch (lul) of the steps leading to your art appearing before us in game?

I've always been a huge fan of how Blizzard games look and feel and HOTS is no different! You guys are awesome thanks for the passion you put into this game

It's truly a collaborative effort! Generally it looks like this.

Design comes up with a 'paper design' -- an idea of what the hero's abilities will look like and we can already start feedback before they begin implementing the hero into the engine.

In tandem, Concept art starts concepting how we want the hero to look.

The designer, once approved on paper, starts creating the asset in-game using temporary assets for testing.

The art team then goes on to create the model, textures, and tech artists make the rig -- and if possible, we support the designer by prototyping assets they may need. (i.e. Chromie's Q was so distinct, we had to do a custom animation with temp geo for the designers to work with) Writing also starts putting together the script and recording VO!

Once the design is somewhat locked in -- final Animation and FX begin, and then we hand off into our incredible sound, and video teams.

We consistently meet as a team the whole way through to make sure we're all on board with the direction, and eventually it makes it's way to you!

If you want a more in-depth view into the process, I'd advise scoping out the 'Ressurrecting Kel'thuzad' video series we created. ?

Oh, oh hello, When you animate a hero how do you know what movements do? do you sketch them first or have some one to act them for reference?

hehe, thanks for doing this AMA, Im in my last year of animation school and Blizzard was always a big part of why I decide to study this, I love all the Blizz work but here in Heroes I think is were the artist put more heart in their work.

It varies animator to animator.

Depending on the character, sometimes I can just feel it, but I do a lot of sketching, and a lot of video-recording! Sketching, often,for when the action is physically impossible. Video reference, when I'm looking for smaller moments -- how did I shift my weight just then? What is the way I'd look around in this instance. What are some unique ticks I could put into an idle animation? etc.

You can see me working out Yrel's bubblehearth here: https://www.instagram.com/p/BkEOmH7A7m-/?taken-by=lifeatblizzard

And Enforcer Johanna's ready up here: https://twitter.com/Latienie/status/968674147889905664

Most importantly I'd suggest talking to your peers! To this day I have a post-it on my monitor that says 'Feedback Early and Feedback Often'. Game development is collaborative, and learning how to give and receive feedback, and communicate effectively goes a long way!

What are your preferred art programs (Maya, Cinema4D, Blender, Photoshop, etc.)? Any hidden gem programs you think more people should use?

With 3D digital content creation programs, once you know one, it isn't too hard to learn another. A lot of the tech artists on our team had to learn one of these programs on the job. Just become familiar with one and you'll be fine! They each have their own strengths and weaknesses.

Hi Devs! Altough i am aware most won't comment on this since it's the most asked question (i.e "is hero X coming") i must do my part and ask if Mei from Overwatch is in consideration to appear in the game since we already have Jaina that can function as a similar hero? Thanks for the hard-work and we'll see you in the Nexus!

Nothing is off the table in the Nexus. ?

Do you prefer capes or wings?

Wings.

Is there any chance we can see more concept art or in-progress work on the game? Not like future stuff, but I would love to get some insight into the process of making my favorite skins/characters/maps that are already in the game.

I think that the @BlizzHeroes twitter account has been posting concept art fairly frequently -- that's a good place to start. Also: we hosted some art drops on Art Station you should check out -- like this one! https://magazine.artstation.com/2017/05/blizzard-entertainment-heroes-storm-art-blast/

Sometimes various skin tints have many colors, sometimes they have a similar amount of colors as the base tint but are different, and sometimes they have much fewer colors or are all shades of the same color.

What is the reasoning for this limited pallet with some skins in particular?

Here is an example of the former (many colors)

https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Naxxramas.jpg

and the latter (very limited color palette)https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Blighted.jpg

So color variations are meant to give the players an outlet to see their favorite heroes and skins in new and colorful ways, but occasionally, we have to take gameplay implications into account. Sometimes we have to consider content that's coming in the future -- like all of the marine suit based heroes, including Raynor, Tychus, Lt. Morales, Blaze -- and therefore limit the base version of a hero into a uniquely identifiable palette. Other times we have to take hero silhouettes into account (like Stitches and Butcher) and make sure their palettes don't overlap. In other instances, we have to take into account the FX built for that hero or skin as it affects people on the team beyond those who are modeling them.

That said, we do appreciate the feedback on any and all color variants and we hope the community continues to let us know what they love and what they feel could use more love ?

Share this post


Link to post
Share on other sites
2 hours ago, Stan said:

Bonus (and more important) question: Waffles or pancakes?

What about French Toast?

Thats the third part of the trio...

Share this post


Link to post
Share on other sites

As a Stukov main I really loved the explanation they gave behind his animation process. I've always loved his animations but now I like even more.

Quote

but beyond victory poses and taunt animations, I think a Hearth animation you can choose in your Loadout would be fun too.

Would be nice to get new Dance animations.

Edited by Valhalen
  • Like 1

Share this post


Link to post
Share on other sites
35 minutes ago, lChronosl said:

Cool AMA, a bit disappointed no one asked about more loadout slots. 3 is too little for many heroes.

Would be nice to also get new Voice Lines. They could even use portions of the jokes the characters tell when clicked.

Share this post


Link to post
Share on other sites
On 7/12/2018 at 1:11 AM, Stan said:
  • Janitor Leoric is such a great concept that it would be a shame to sweep it off the table. 

YEEEEEEESSS!!!!!!

 

 

but what about other concepts? Are we allowed to submit any if they are producible? I asked the same question on Twitter and sadly got no reply. I understand that skins are more time-consuming for some heroes than for others (also thanks for clarifying that this is a point why TLV and Ragnaros still haven't got any visual updates!) but it would be fun to think of a few concepts for some Heroes and submit them.

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      This week's brawl is Braxis Outpost. It comes with disabled Hearthstones and no healing at spawn.  As with every brawl, the goal is to destroy the enemy Core to claim victory and you will receive a New Toy Chest after playing three games.
      Blizzard (Source)
      This week’s Heroes Brawl is Braxis Outpost! A single-lane battleground set in the Koprulu Sector, it will be up to your team to survive in the lane and take down the enemy core, without the aid of Hearthstone or their Hall of Storms. Good luck, have fun!
      Rules:
      Shuffle Pick Choose from one of three randomly selected Heroes before entering the battle on Braxis Outpost. Be quick about it though, you only have 30 seconds to choose! ARAM Rules Players cannot use Hearthstone Players do not heal at their starting location. (Hall of Storms) Cores have no shields Mercenary Camps Braxis Outpost features two mirrored Goliath & Raven mercenary camps. Be the first team to take down the enemy Core to claim victory! Rewards:
      Complete three matches of Braxis Outpost to earn a New Toy Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Here come the April Fools PTR patch notes that were posted on the official forums by Sami. The amount of time spent on them to make them look legit is really crazy and I can very well imagine some of the changes going live in the game. Read on for details!
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until April 8th. 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:
      New Hero: Mercy Nexus Anomalies General Heroes Bug Fixes
      New Hero: Mercy (Healer)
        A guardian angel to those who come under her care, Dr. Angela Ziegler is a peerless healer, a brilliant scientist, and a staunch advocate for peace.
      Valkyrie Armor [Trait]
      Regenerate 2% of your maximum Health per second after not taking any damage for 4 seconds. Healing Stream [Q]
      Heal an ally for 100 Health per second as long as they are in range. Reactivate to switch targets, or activate your Trait to cancel channeling. Mercy cannot Basic Attack or use Guardian Angel while channeling and 1 second after stopping so. Damage Amplifier [Q]
      Grant an ally 25% attack speed and 10% Spell Power as long as they are in range. Reactivate to switch targets, or activate your Trait to cancel channeling. Mercy cannot Basic Attack or use Guardian Angel while channeling and 1 second after stopping so. Caduceus Staff [W]
      Change between one of the two abilities for Mercy’s Caduceus Staff.
      Healing Stream: Heal an ally for 100 Health per second.
      Damage Amplifier: Grant an ally 25% attack speed and 10% Spell Power.
      Guardian Angel [E]
      Mercy flies towards a heroic target passing through all enemy units. Cannot pass through terrain. Mass Resurrection [R1]
      Channel for 2.5 seconds, reviving all nearby fallen spirits of dead allies back to half of their health, each fallen spirit that gets revived increases Mass Resurrection cooldown by 150 seconds up to 600 seconds. Mercy can use Guardian Angel to fly toward fallen spirits, while channeling for 2.5 seconds Mercy is revealed and has 25 reduced armor taking 25% more damage. [Passive] Each time Mercy heals or amplifies damage reduce Mass Resurrection max cooldown by 0.4%. Valkyrie Mode [R2]
      For the next 10 seconds, Guardian Angel recharges 200% faster and Caduceus Staff spreads to nearby allies from the primary target, secondary targets receive half of the effects of the current Caduceus Staff mode. Return to Top

      Nexus Anomalies
      Nexus Anomalies are seasonal gameplay changes that directly affect all game modes in Heroes of the Storm. These events will last the entire season, allowing us time to receive feedback on them. Depending on this evaluation, some of them may become permanent additions to the game, while others may just be a limited time event.
      The second Nexus Anomaly has arrived! In order to make game experiences better for the majority, we’re changing how Quick Match works since its our current most played mode. Players will no longer be able to queue to any hero they desire and instead play Unranked draft.
      Quick Match
      Renamed to Draft Match. Players will no longer be able to queue with any hero they want, instead they will be sent to a draft where they have to pick their heroes before the game starts. Unranked
      Removed. Return to Top

      General
      The victorious team is now rewarded with 10 Shards on top of the previous rewards, vs AI and Brawl matches grant 5 shards. Toys 2 Event
      Toys 2 Event has been extended to April 28, 2020, PT. Storm League
      Players who are Master and higher can play solo only. Players who are Diamond can play in a group of 2. Players who achieve Bronze 5 with 0 scored points will be unable to play Storm League for a week, afterwards they are automatically set to Bronze 3, doing so multiple times would increase the duration to Permanent. Design
      2+ Vehicles & type-heroes now count more than one hero, affecting abilities and stacks granted. This change affects Cho’Gall, Triglav Protector and The Lost Vikings. Return to Top

      Heroes
      TANK BRUISER SUPPORT HEALER MELEE RANGED Blaze Dehaka Abathur Ana Maiev Azmodan Diablo D.Va Medivh Anduin Illidan Chromie E.T.C. Sonya The Lost Vikings Li Li Qhira Genji Garrosh Thrall Tassadar Uther Samuro Nova Mal'Ganis     Whitemane Valeera Li-Ming           Tracer  
      Tank

      Blaze
      Abilities
      Bunker Drop (R) Health increased from 1435 to 1440. Cooldown increased from 70 to 75. Mana cost increased from 70 to 75. Pyromania (D) Additional Functionality: Damage dealt to None-Structures applies Afterburn stack that deals 7 damage per second and lasts for 3 seconds, can be stacked 5 times, Afterburn deals twice the damage against Heroes. Talents
      Level 7 Crossfire (Q) Additional Functionality: Hitting an enemy with both streams of Flame Stream increases Afterburn damage by 50%, this effect can stacks twice and lasts until the enemy has no Afterburn stacks. Level 20 (New Talent) Blaze It (Passive) Afterburn now deals triple the damage against Enemy Heroes, heroes who take 420 damage from Afterburn are stunned for 1 seconds then Blinded, Silenced and have their vision reduced for 2 seconds, can only occur once every 15 seconds for each Enemy Hero. Return to Top

      Diablo
        Level 13 Devastating Charge (Q) No longer increases Shadow Charge’s Terrain Collision damage. Armor reduction increased from 15 to 20. Additional functionality: Reduces healing received by 50% for 4 seconds. Return to Top

      E.T.C.
      Level 20 Death Metal (Passive) Now is an Active Adjusted Functionality: Upon channeling for 1 second, E.T.C. dies and cast Mosh Pit in its place. [Passive] Enemy heroes who get stunned with Mosh Pit while dead reduces E.T.C.'s Death Timer by 15 seconds up to 60 seconds per stunned hero. [Passive] Upon dying cast Mosh Pit that lasts 2 seconds. Return to Top

      Garrosh
      Abilities
      Wrecking Ball (W) Cooldown increased from 16 to 18. Mana cost increased from 60 to 75. Decimate (R) Bonus damage against Heroes increased from 100% to 200%. Talents
      Level 1 Unrivaled Strength (E) Additional Functionality: Basic attacks against heroes reduces Wrecking Ball’s cooldown by 1 second. Level 16 Rough Landing (Q) Additional Functionality: Groundbreaker’s edge now slightly pull Heroes back to Garrosh but no longer stun and Wrecking Ball cooldown increased by 2 seconds. Renamed to Unbalanced Landing. Return to Top

      Mal’Ganis
      Stats
      Health reduced from 2500 to 2395. Health Regeneration reduced from 5.21 to 5. Abilities
      (New Ability) Connected Vampirism Cast Connected Vampirism on an Ally, while they are above 75% health basic attacks against Enemy Heroes from allies causes Mal’Ganis to steal 1% of their Allies maximum health, Allies with Connected Vampirism receive 10% of the damage dealt by Mal’Ganis as healing, this healing effect is doubled against Enemy Heroes. Talents
      Level 20 Wrath of Nathreza (R) Damage dealt to nearby targets reduced from 75% to 50%. Additional Functionality: Casting Dark Conversion applies Connected Vampirism for nearby Allies for 3 seconds. Allies with Connected Vampirism only benefit from the primary target. Return to Top

      Bruiser

      Dehaka
      Talents
      Level 20 (New Talent) Mutation (Q) After successfully hitting a hero with Drag receive a random Basic Ability from them, can be used once. Cannot receive unit target abilities that requires an ally. Essence Claws (Passive) Removed. Return to Top

      D.Va
      Stats
      Mech health increased from 2000 to 2200. Mech health regeneration increased from 4.168 to 4.5848. Pilot health reduced from 1109 to 960. Pilot health regeneration reduced from 2.5664 to 2.2071 Abilities
      Boosters (Q/Mech Mode) Cooldown increased from 9 to 10. Additional functionality: If D.Va doesn’t take nor deal damage during Boosters, lower the cooldown by 5 seconds. Defense Matrix (W/Mech Mode) Cooldown increased from 10 to 11. Cooldown starts immediately upon casting Defense Matrix. Call Mech (E/Pilot Mode) Cooldown reduced from 45 to 40. Bunny Hop (R) Cooldown reduced from 90 to 70. Damage dealt increased from 60 to 72. (New Ability) Micro Missiles (R) Launch 20 explosive rockets over 2 seconds dealing 30 damage and 15 for nearby targets. 15 seconds cooldown Big Shot (R/Pilot Mode) Now baseline Damage reduced from 250 to 194. Call Mech’s cooldown reduction reduced from 8 to 5. Mechanized Walker (Z) Adjusted functionality: While in her Mech, D.Va can shoot while moving, but her base movement speed is reduced by 15% while basic attacking or using Basic Abilities. Talents
      Level 1 Rush-down (Q) Removed. Hit the Nitrous (Q) Additional functionality: Knockback distance of Boosters is increased by 100% for the first 0.5 seconds of casting Boosters. Pro Moves (Trait) Adjusted functionality: D.Va’s Mech gains 1% Movement Speed for 1.25 second every time she takes damage, up to 15%. [Quest] Damage 20 enemy Heroes with Boosters. [Reward] D.Va’s Mech basic attacks and basic abilities now reduce her movement speed by 10%. Crash Course (Q) Removed. Level 4 Diverting Power (W) Movement speed reduction increased from 30% to 35%. Get Through This! (W) Removed. Fusion Generator (W) Move to level 7. Bring It On (E) Removed. Level 7 Coming Through (Q) Removed. Dazer Zone (W) Slow increased from 20% to 25%. Moved to level 13. Nuclear Option (E) Adjusted functionality: Increase Self-Destruct damage by 50% but Mech explosion delay is increased by 1, Self-Destruct’s Charge amount gained from losing Mech Health is increased by 30%. Level 13 Expensive Plating (Trait) Removed. Level 16 Torpedo Dash (Q) Moved to level 1. Nanoweave Suit (Trait) Armor increased from 50 to 75. Moved to Level 4. Suppressing Fire (Trait) Removed. (New Talent) Exposing Weaknesses (W) Enemy heroes who are affected by Defense Matrix have their armor reduced by 10, taking 10% more damage. Level 20 Pew! Pew! Pew! (R) Damage reduction per shot reduced from 50% to 35%. Moved to 16. Concussive Pulse (W) Moved to level 4. (New Talent) Focused Fire (R) Each 4th consecutive hit on the same hero increases the next micro missile damage by 200%. (New Talent) Nerf This! (E) Firing Big Shot on your Mech causes the Mech to explode in 1 second, but Call Mech cooldown gets increased by 6 seconds, this duration cannot be reduced by Big Shot.   Level (Tier)   D.Va TALENTS     1 (1) Hit the Nitros (Q) Torpedo Dash (Q) (!)Pro Moves (Trait)   4 (2) Diverting Power (W) Concussive Pulse (W) Nanoweave Suit (Trait)   7 (3) Aggression Matrix (W) Fusion Generator (W) Nuclear Option (E)   10 (4) Bunny Hop Micro Missiles     13 (5) Dazer Zone (W) Ablative Armor (Trait) Emergency Shielding (Trait)   16 (6) Exposing Weaknesses (W) Pew! Pew! Pew! (R) GG, WP (Trait)   20 (7) Nerf This! (E) MEKAfall (E) Focused Fire (R) Stop and Pop (R) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Bold text indicates a MOVED Talent. Return to Top

      Sonya
      Talents
      Level 13 (New Talent) Passive Aggressive (Passive) After not taking damage or dealing Basic Attack damage for 1 second, increase your next basic attack damage by 20% every 0.25 seconds up to 300%, if Sonya attacks an enemy with 300% damage increase generates 30 Fury. [Passive] While out of combat for 3 seconds Sonya loses 5 Fury per second. Return to Top

      Thrall
      Talents
      Level 1 Rolling Thunder (Q) New Functionality: [Passive] Increase the number of Chain Lightning bounces by 1. Casting Chain Lightning on an Enemy Hero causes the next heal from Frostwolf Resilience to heal 5% of Thralls Maximum Health over 5 seconds, this heal refreshes if Thrall is healed by Frostwolf Resilience while its active. Return to Top

      Support

      Abathur
      Talents
      Level 7 Calldown: MULE (Active) Removed. (New Talent) Spawn Drone (Active) Spawns a Drone in a visible location targeting the nearest Fort or Keep (regardless of being destroyed) and morphs into a Hatchery. Hatcheries slowly repairs all structures nearby by 25 health every second and spawns a Roachling and 2 Zerglings every 25 seconds, Hatcheries have 750 health and lasts 60 seconds. 90 seconds cooldown. Level 20 (New Talent) Evolved For Combat (Passive) Increase Abathur’s Basic Attack damage by 100%, basic attacks against enemy heroes grabs a stack of Biomass, each stack of Biomass increases Abathur basic attack by an additional 100% and reduces Abathur’s respawn time by 10 per stack up to 50 seconds. Return to Top

      Medivh
      Abilities
      Ley Line Seal (R) Cooldown reduced from 80 to 75. Talents
      Level 7 Arcane Explosion Additional functionality: Increases Force of Will cooldown by 1. Level 20 Medivh Cheats! Additional functionality: Reduces Ley Line Seal cooldown by 6 per hero hit while restoring 5% of your maximum mana. Can now be redirected twice. Return to Top

      The Lost Vikings
      Stats
      Baleog Health increased from 1180 to 1095. Health Regeneration increased from 2.46 to 2.22. Basic Attack damage increased from 78 to 73. Erik Health increased from 840 to 767. Health Regeneration increased from 1.75 to 1.6. Basic Attack damage increased from 65 to 60. Olaf Health increased from 1540 to 1424. Health Regeneration increased from 3.21 to 2.97. Basic Attack damage increased from 57 to 52. Return to Top

      Tassadar
      Stats
      Basic Attacks damage increased from 15 to 34. Basic Attacks now deal as Spell Damage. Abilities
      (New Ability) Feedback (Active) Steal 90% of the enemy hero’s current mana and deal 102 damage on top of the amount of mana that was stolen over 3 seconds, enemy heroes who are affected by Feedback regain half of their stolen mana over 9 seconds. [Passive] Spell damage reduces Feedback cooldown by 0.5 seconds. 90 seconds cooldown, 75 mana cost. Talents
      Level 1 Templar's Will (Passive) New functionality: Tassadar Basic Attacks against heroes deal 1% of their maximum health and reduces Feedback’s cooldown by 1 second. Level 13 Adun's Wisdom (Trait) Cooldown charge rate increased from 75% to 100%. Additional Functionality: While Oracle is active, Feedback cooldown reduction from spells is quadrupled. Level 16 Focused Beam (Trait) Adjusted functionality: Oracle duration increase by 1, basic attacks deal 0.5% of the heroes maximum health, while Oracle is active, deal an additional 1.5% of the heroes maximum health. This damage stacks with other similar effects. Return to Top

      Healer

      Ana
      Talents
      Level 7 Anti-Healer (W) Additional functionality: All damage dealt and crowd control effects are 50% more effective against Healers and Supports. Night Terrors (E) Adjusted functionality: During sleep and for the 2 seconds after, their vision is greatly reduced, their map is disabled and non visible areas are replaced with a black fog. Return to Top

      Anduin
      Abiltiies
      Leap of Faith Cooldown reduced from 80 to 60. Now can pull enemies. Return to Top

      Li Li
      Abilities
      Healing Brew (Q) Healing increased from 175 to 212. Now a skillshot. Cooldown increased from 4 to 5. Blinding Wind (E) Now hits all targets in a radius of 4 in an arc in front of Lili. Damage reduced from 133 to 119. Talents
      Level 1 Free Drinks (Q) Cooldown reduction increased from 1 to 2.5. Health threshold increased from 50% to 60%. Level 7 The Good Stuff (Q) Healing increased from 42 to 50. Level 13 Mass Vortex (E) Adjusted Functionality: Increase Blinding Wind’s arc and range by 25%, Blinding Wind deals 50% additional damage for 2 Heroes hit and 25% additional damage for each additional hero. Level 16 Two For One (Q) Adjusted functionality: Upon healing a hero with Healing Brew, share a drink with the nearest target (prioritize heroes) to that hero, if there are no targets nearby the healing effects are doubled. Pick Me Up (Q) Adjusted functionality: Healing Brew grants 15% movement speed for 1 second. Return to Top

      Uther
      Abilities
      Devotion (Trait) Armor reduced from 25 to 15. Armor duration reduced from 2 to 1.5 seconds. Additional functionality: [Quest] Heal and prevent 60,000 damage to you and allies with your basic abilities. [Reward] After accumulating 60,000 healing and damage prevented Uther acquires Redemption.
      Redemption: After Eternal Vanguard ends, Uther revives at the spirits location with half of his health restored. This effect has 300 seconds cooldown, everytime Uther heals and prevent damage reduces Redemption cooldown by 1 second. Holy Light (Q) Healing reduced from 362 to 340. Healing received for healing allies reduced from 181 to 170. Additional functionality: [Quest] Heal and prevent 15,000 damage to you and allies with Holy Light. [Reward] After accumulating 15,000 healing and damage prevented with Holy Light, Holy Light mana cost reduced by 20, range increased by 25% and cooldown reduced by 2 seconds. Holy Radiance (W) Healing reduced from 177 to 160. Damage dealt reduced from 177 to 160. Additional functionality: [Quest] Heal and prevent 15,000 damage to you and allies with Holy Radiance. [Reward] After accumulating 15,000 healing and damage prevented with Holy Radiance, damaging or healing Heroes with Holy Radiance refunds 5 Mana and reduces its cooldown by 0.5 second. Talents
      Level 1 Silver Touch (Q) Removed. Wave of Light (W) Removed. (New Talent) Faith (Trait/Quest) [Quest] Heal and prevent 60,000 damage to you and allies with your basic abilities. [Reward] After accumulating 60,000 healing and damage prevented, Devotion grants 10% additional armor and duration increased by 1 second. (New Talent) Divine Haste (Trait) Devotion grants 10% movement for 2 seconds. Level 7 Guardian of Ancient Kings (Trait) Adjusted functionality: Healing a Hero that is Stunned, Rooted, or Silenced doubles the Armor amount they receive from Devotion. Level 16 Benediction Cooldown increased from 60 to 90. Now resets all abilities upon activation. Level 20 Redemption Removed. (New Talent) Unstoppable Justice (Trait) Uther can use Holy Radiance during Eternal Vanguard, each hero healed or hit by Holy Radiance or Flash of Light increases Eternal Vanguard duration by 0.25 seconds. Return to Top

      Whitemane
      Stats
      Health increased from 1400 to 1498. Health regeneration increased from 2.9218 to 3.126326. Basic Attack damage 62 to 69. Abilities
      Desperate Plea (Q) Mana cost increased from 45 to 60. Mana increase per stack of Desperation reduced from 45 to 40. Healing amount increased from 140 to 160. Inquisition (W) Cooldown increased from 12 to 13. Scarlet Aegis (R) Duration reduced from 4 to 3. Armor increased from 40 to 60. Healing amount increased from 250 to 275. Divine Reckoning (R) Mana restored from damage dealt reduced from 25% to 20%. Zeal (Trait) Cooldown reduced from 40 to 30. Armor reduction increased from 25 to 30. Clemency (Active) Cooldown increased from 12 to 13. Now removes all stacks of Desperation upon casting, each removed stack restores 50 mana. Talents
      Level 4 Unwavering Faith (Q) Adjusted functionality: Increase Whitemane’s Basic Attack range by 1. Whitemane gains 10% increase damage dealt for each active Zeal buff. Level 13 Lashing Out (E) If Searing Lash’s second strike hits an enemy Hero, reduce its cooldown to 1 second and increase the next Searing Lash damage by 25% per hero hit up to 50%. Saintly Greatstaff (E) Damage reduced from 55 to 40. Mark duration increased from 3 to 4. No longer removes the mark after the first basic attack. Return to Top

      Melee Assassin

      Maiev
      Abilities
      Vault of the Wardens (D) Cooldown increased from 13 to 14 seconds. Additional functionality: Deals 15% more damage to Illidan. Talents
      Level 16 Cruel Chain (W) New functionality: Umbral Bind grants 25% Movement Speed for 2.5 seconds, and its pull damage is increased by 30% for each tethered target beyond the first, up to 120%. This is a reversion of the reversion to Cruel Chain’s last functionality. Return to Top

      Illidan
      Abilities
      Betrayer's Thirst (D) Additional functionality Now grants immunity to Blind. Vision is greatly reduced. Deal 15% less damage to Maiev. Return to Top

      Qhira
      Talents
      Level 20 No Sanctuary (Passive) Removed. (New Talent) You are Already Dead Casting Blood Rage reduces healing received by 50% for all affected heroes, if the affected heroes are below 10% they die instantly instead. Return to Top

      Samuro
      Stats
      Health reduced from 1725 to 1656 Health regeneration reduced from 3.5898 to 3.4462 Basic Attack damage reduced from 102 to 96. Return to Top

      Valeera
      Talents
      Level 16 Thistle Tea (Active) Cooldown increased from 40 to 60. Additional functionality: Now increases all damage dealt by 20% for 4 seconds. Level 20 (New Talent) Cold Blood (E) Activate to increase the damage of Valeera’s next Evicerate by 80%. Return to Top

      Ranged Assassin

      Azmodan
      Talents
      Level 16 Trample (Active) Range increased from 6 to 7 Damage increased from 275 to 295. Additional Functionality: Enemy Heroes that die within 2 seconds of being hit with Trample reset the cooldown. Return to Top

      Chromie
      Abilities
      Sand Blast (Q) Maximum amount of Sand Echoes increased from 1 to 10. Sand Echoes Abilities and Basic Attack damage reduced from 40% to 10%. 15 mana cost, 2 seconds cooldown. Dragon's Breath (W) New Functionality: Launch 8 blasts into the air that land every 0.25 seconds in a large area randomly, dealing 153 damage each. Dragon’s Breath Impact Radius increased from 2 to 2.5. Cast range increased from 13 to 16. 50 mana, 10 seconds cooldown. Temporal Loop (R) Adjusted Functionality: Choose an enemy Hero. After 3 seconds, they are teleported back to the location where Temporal Loop was cast on them, during that time Sand Blast cooldown has been removed and Dragon’s Breath has been set to 1.5 seconds. Cooldown increased from 50 to 60. Talents
      Level 1 Once Again the First Time (Q) Adjusted Functionality: Upon quest completion increases Sand Echoes damage by an additional 10% and allows Chromie to spawn 2 more additional Sand Echoes. Quest completion stacks increased from 40 to 60. Level 18 Stuck in a Loop (R) No longer increases recharge rate. Return to Top

      Genji
      Stats
      Basic attack damage increased from 44 to 48. Return to Top

      Nova
      Stats
      Basic ‍��?�?? ‍ ‍ ‍ ‍ ‍ ‍�����?? ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ from ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ to 1�0 ‍ Talents
      Level � ‍6 ?!���?? (W) Armor �?�???� from undefined to undefined. Level 20 ‍ ‍ Removed. **(New Talent) undefined (�)** Nova’s Holo Decoy also cast ���� which deals undefined% damage. <blockquote>
      <b>Developer Comment:</b> Nova has been ��??�?? in general, these changes should ��?� her in ����� while ���?�???�?? �? �???�???�??� �?�?�� ?���?���?� and kill ?���?��� ?��??? ?��???���?.
      </blockquote>
      <a href="#top">Return to Top</a>

      Li-Ming
      Talents
      Level 4 Triumvirate (W) Removed. (New Talent) Ess of Johan (W) If Arcane Orb hits an enemy Hero after traveling at least 85%, they are pulled toward its center. Level 7 Zei's Vengeance Damage reduced from 30% to 25%. Cooldown reduction increased from 1 to 3. Calamity (E) Damage reduced from 300 to 290. Level 13 Glass Cannon (Passive) Maximum health reduction reduced from 15% to 10%. Level 16 Arcane Orbit (W) Travel distance reduced from 25% to 15%. Additional Functionality: Increases distance travel damage by 15%. Return to Top

      Tracer
      Stats
      Basic attack damage reduced from 26 to 25. Talents
      Level 1 Slipstream (E) Adjusted functionality: Recall cooldown is reduced by 5 seconds, but the amount of time Recalled is reduced by 1 seconds. Level 7 Jumper (Q) Removed. Bullet Time (Q) Adjusted functionality: Basic Attacks lower the cooldown of Blink by 0.05 seconds, this gets tripled against Heroes. Spatial Echo (Q) Removed (New Talent) Space Sickness (Q) Activate to increase your next Blink range by 75%, heroes that are caught through that blink are stunned for 0.5 seconds. 25 seconds cooldown. (New Talent) Time Paradox (Q) Blink grants 1 stack of evasion that lasts for 0.5 second, can only have 1 stack. Level 13 Bullet Spray (W) Additional functionality: Reduces Tracer’s Melee cooldown by 2 seconds. Level 16 Focus Fire (Trait) Adjusted functionality: For every 5th basic attack on the same target, increase all damage dealt by Tracer to them by 5% up to 15%, lasts 2.5 seconds, basic attacks refresh this duration. Level 20 Get Stuffed! (W) No longer reduces Melee’s cooldown. Return to Top

      Bug Fixes:
      Fixed an unexpected search result in queues resulting in insanely fast games being found in 5 ~ 15 seconds in QM. Fixed an issue where Whitemane Skeletal Mesh “Legs” Component would stretch more than intended. Tracer’s “Recall” no longer causes a time paradox and duplicate herself on the battlefield followed by a server crash for that match. Fixed an Anub’Arak in the game. Tracer’s Melee no longer misses the target. Samuro can no longer swap while in the Hall of Storms. Thrall’s “Earthquake” no longer makes Sky Temple fall out of the sky. Fixed an issue where Mercy deal a surprising amount of damage, unintentionally. Probius’s “Warp Rifts” no longer disable the map’s lightning while they are inside the player’s screen. Multiple multiplicative fixes for multiple abilities that grants Spell Power and Physical Damage multipliers. Brightwing’s Polymorphs no longer replaces the victims texture with the animal they were turned into. Rehgar going back from Spirit form no longer causes to displace one of his shoulders for the rest of the match in Orc form. Infinite Quests Fixed the occurrence of dealing infinite damage due going below 0 points and overflowing the value. Fixed an issue where the player can go lower below 0 stacks on a quest. Fixed an issue where players can receive negative stacks on their quests. Fixed an issue where Probius cannot play his death sounds. Lucio no longer plays “It’s Everyday Bro” while having Speed Boost active with Crossfade. Models no longer randomly T-pose in replay mode. Leoric no longer spawns a tower when he dies, again. Multiple fixes for UI in replay mode. Several AI fixes and improvements. Return to Top
      Here are the April Fools patch notes with Mercy, the long-awaited D.Va rework, and more!
    • By Stan
      Although there's no rotation this week because all Heroes remain free to play, Blizzard still updated their sales with a new set of Heroes that you can buy at a reduced gem price.
      Hero Sales
      Heroes Old Price New Price Junkrat 750 Gems 375 Gems Mal'Ganis 750 Gems 375 Gems Sylvanas 625 Gems 312 Gems Mounts
      REMOVED Green Treasure Goblin costs 7,000 Gold.

      Skins
      Footman Varian Skin Pack is on sale for 675 Gems. The following skins are included in the bundle:
      Stormwind Footman Varian Stromgarde Footman Varian Kul Tiras Footman Varian
      Latest Heroes of the Storm News
      All Heroes Free to Play Through April 13 Heroes Lounge Sign-Ups Now Open Next Hero Won't Be Lady Vashj
    • By Stan
      While there's no free rotation this week because all Heroes are free to play, you can buy 3 new Heroes at a reduced gem price. The Footman Varian Skin Pack and Green Treasure Goblin remain on sale.
      Hero Sales
      Heroes Old Price New Price Kel'Thuzad 750 Gems 375 Gems Lt. Morales 625 Gems 312 Gems Varian 750 Gems 375 Gems Mounts
      Green Treasure Goblin costs 7,000 Gold.

      Skins
      Footman Varian Skin Pack is on sale for 675 Gems. The following skins are included in the bundle:
      Stormwind Footman Varian Stromgarde Footman Varian Kul Tiras Footman Varian
      Latest Heroes of the Storm News
      All Heroes Free to Play Through April 2nd
    • By Stan
      All Heroes remain unlocked in the game until April 13.
      As you probably know, Blizzard made all Heroes free to play on March 21. This was supposed to end on April 2, but today, they decided to extend it by 9 days, so you can enjoy the full roster through April 13.
      Placeholder for tweet 1245430753095110657 Don't forget to reach level 5 with as many Heroes as possible to receive 500 gold per Hero!
×
×
  • Create New...