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Art and Animation AMA Recap: Jul 11

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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 ?

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2 hours ago, Stan said:

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

What about French Toast?

Thats the third part of the trio...

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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
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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.

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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.

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Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Fixed an issue that caused Nuclear Option to trigger on an already exploded Mech. Micro Missiles no longer hits Invulnerable targets. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Garrosh Unrivaled Strength bonus is now additive. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Jaina Water Elemental Frostbolts will now behave consistently with Jaina's Frostbolts. Junkrat Chattering Teeth will now chase (but not trap) Invulnerable targets. Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Fixed an issue that caused Splintered Spear to not display correctly while Blinded or against an Evading enemy. Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Raynor Execute Orders now displays in the Death Recap for its Hyperion cast. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Sgt. Hammer Fixed an issue that caused Orbital BFG to not be affected by damage reduction. Pulse Detonation Core will replace Spider Mines in the recap if chosen. Spider Mines damage is now modified by Defense Matrix and Ultimate Evolution damage modifications. Spider Mines duration will continue while they are chasing. Spider Mines will no longer detonate on Invulnerable targets but will continue to chase them. Spider Mines will now display their damage when clicked in the Target Info Panel. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Fixed an issue that caused Get Stuffed to be capable of knocking back a target multiple times when Melee was cast in quick succession. Fixed an issue that caused Get Stuffed to knock back targets with other Heroes' Pulse Bombs placed on them. Locked and Loaded will now cause Tracer's Basic Attacks to display as Criticals when active. Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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    • By Staff
      A new Heroes patch is now available for playtesting on the PTR!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. We would like to take a moment to thank the community for providing insight and feedback for these changes. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Added XP given to enemy display. Return to Top
      Balance Update
      Heroes
      Lili Jug of 1,000 Cups healing increased from 66 to 80. Medivh Mage Armor duration increased from 4 seconds to 6 seconds. Mage Armor increased from 30 to 50 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 5 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Anduin Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed Globe of Annihilation no longer stacking off of Possessed minions. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Junkrat Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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    • By Staff
      A new Heroes of the Storm patch has hit live servers. Check out the official patch notes for more details!
      (Source)
      Heroes of the Storm has just been updated with the patch! We would like to take a moment to thank the community for providing insight and feedback for these changes.
      Quick Navigation:
      General Maps Heroes General
      Game Camera
      Camera Follow releash timer increased from 6 seconds to 12 seconds. You can now pan the camera further away from your Hero with Camera Lock enabled before it will prevent further panning. User Interface
      Floating text display for last hits updated to golden display. Fixed an issue that allowed the Active Ability Hotkey Buttons to be dragged in the Hotkey Menu. Holding down Shift or Control will now also register as having the announcement modifier held for clicking on in the Top Bar. ARAM
      Base experience value of Experience Globes increased from 80 to 160. Experience value of Melee Minions reduced from 84 to 0. Experience value of Wizard Minions reduced from 75 to 0. Experience value of Ranged Minions reduced from 72 to 0. Observer
      Experience Globes will now be displayed as Blue for the team on the left and Grey for the team on the right. The Interface has been updated to display Misha, Olaf, Baleog, and Erik's health bars. Fixed an issue that caused D.Va's health bar in the Interface to only display the Pilot's health. Recap
      Combat Healing will no longer register Mana or Shields restored to allied Heroes as Healing. Clutch Healer will now only register healing done to Health. Protector will now register damage prevented by Protected as Protection. Return to Top
      Maps
      Alterac Pass
      Fixed an issue that caused Gnolls to reduce the armor of Evading targets. Braxis Holdout
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Hanamura Temple
      Fixed an issue that caused the Recon Camp to have the scaling value reset when captured. Warhead Junction
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Return to Top
      Heroes
      Abathur
      Fixed an issue that caused Envenomed Nest's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Adrenal Overload to not apply to channeled Basic Attacks. Fixed an issue that caused Bombard Strain Locusts to not deal bonus damage to enemy Structures. Fixed an issue that caused Monstrosity to gain more than intended damage from Minion kills. Toxic Nest will no longer reveal attackers to Abathur during the Arming phase. Locust damage will no longer display as a critical against Structures. The damage bonus remains unaltered. Stab no longer reveals the area around the target and will now only reveal the target itself for 2 seconds. Spike Burst will now reveal the effected area for 0.75 seconds. Bombard Strain icon updated. Alarak
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to activate Blade of the Highlord while Blinded or if the target is Evading. Lightning Surge now reveal the primary target for 2 seconds. Deadly Charge will now reveal targets hit for 2 seconds. Alexstrasza
      Fixed an issue that caused Cleansing Flame to grant Alexstrasza healing equal to the bonus health provided by Dragonqueen if Dragonqueen is active when activated. Fixed an issue that caused Abundance to display the healing preview after the heal has activated. Fixed an issue that caused Preservation to display the healing preview after the heal has activated. Fixed an issue that caused Pacify and Life Unbound to activate their on-heal from Dragonqueen Basic Attacks while Alexstrasza is Blinded. Fixed an issue that caused Dragonqueen Basic Attacks to not heal Invulnerable allies if they are in Alexstrasza's space. Fixed an issue that caused Cleansing Flame's cooldown to not be displayed on the talents tab of the scoreboard while Dragonqueen is active. Ancient Flame icon updated. Ana
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to grant stacks of Dynamic Optics while Blinded or if the target is Evading. Contact Healing will now only cause Biotic Grenade's Healing and Damage to display as a critical if at least 2 Heroes are hit, instead of only requiring the talent to be taken. Anduin
      Fixed an issue that caused Moral Compass to hit Invulnerable enemies. Anub'arak
      Difficulty updated from Medium to Hard. Fixed an issue that allowed select abilities to be activated while disabled if selected during the effects of Cocoon. Chitinous Plating icon updated. Artanis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shield Overload to be reduced in cooldown from Basic Attacks while Blinded or if the target is Evading. Fixed an issue that caused Blade of a Templar to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to grant stacks of Block from Twin Blades while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to not grant a stack of Block from the third strike of Twin Blades. Fixed an issue that caused Plasma Burn's damage aura to display as a critical when damage was not increased. Auriel
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reservoir of Hope to not display on the talents tab of the scoreboard as a quest talent. Sacred Sweep will now reveal targets hit for 2 seconds. Detainment Strike will now reveal targets knocked back for 2 seconds. Crystal Aegis will now reveal targets hit for 2 seconds. Azmodan
      Fixed an issue that caused All Shall Burn to detonate twice if Cydaea's Kiss is selected while active. Fixed an issue that caused Globe of Annihilation's warning indicator to be removed if another Azmodan's Globe of Annihilation lands nearby. Globe of Annihilation will now reveal targets hit for 2 seconds. Blaze
      Fixed an issue that allowed select abilities to be activated while disabled if selected while inside the Bunker. Fixed an issue that caused Heat Treatment to not heal for a portion of the damage dealt by Pyromania. Basic Attack will now reveal the area for 0.75 seconds. Flame Stream will now reveal target hit for 2 seconds. Combustion will now reveal the effect area for 0.75 seconds. Oil Spills created by Fuel Leak sight reduced from 7 to 1.5. Incinerator Gauntlets icon updated. Brightwing
      Difficulty updated from Hard to Easy. Fixed an issue that caused Phase Shift to heal the target briefly after arrival, instead of on arrival. Fixed an issue that caused Blink Heal to heal Vehicles when cast on them. Invisible Friends will now preview the total healing that will be provided. Unstable Anomaly area reveal duration reduced from 1.5 seconds to 0.75 seconds. Unstable Anomaly will now reveal targets hit for 2 seconds. Cassia
      Fixed an issue that caused Basic Attacks to activate Martial Law while Blinded or if the target is Evading. Fixed an issue that caused Static Electricity Lightning Bolts to heal for less than intended from Ring of the Leech. Fixed an issue that caused Static Electricity Lightning Bolts to not play impact sounds. Fixed an issue that caused Static Electricty Lightning Bolts to not display as criticals against Blinded targets. Fixed an issue that caused Lightning Fury Lightning Bolts to be considered as Static Electricity Lightning Bolts. Fend will now reveal targets hit for 2 seconds. Surge of Light will now reveal targets hit for 2 seconds. Surge of Light will now reveal the effect area for 0.75 seconds. Martial Law icon updated. Imprisoning Light icon updated. Infinite Lightning icon updated. Chen
      Difficulty updated from Hard to Medium. Fixed an issue that caused Accumulating Flame's duration increase to proc while Blinded or if the target is Evading. Fixed an issue that caused the Earth Spirit's Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Earth Spirit's Basic Attacks will now reveal the effect area for 0.75 seconds. Cho'Gall
      Fixed an issue that caused Fuel for the Flame to deal damage to targets Evading near the primary Basic Attack target. Fixed an issue that caused Fuel for the Flame to deal damage to the primary target while Blinded or if the target is Evading. Fixed an issue that caused Cthun's Gift to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Consuming Blaze to not interrupt Mounts, Objective Channels, Sleeping on application. Fixed an issue that caused Molten Block's damage aura to display as a critical when damage was not increased. Will of Gall is now considered a Quest talent. Fuel for the Flame will no longer always display as a critical. Consuming Blaze will now reveal targets hit for 2 seconds. Shadowflame will now reveal targets hit for 2 seconds. Dread Orb will now reveal targets hit for 2 seconds. Runic Blast will now reveal targets hit for 2 seconds. Twisting Nether will now reveal targets hit for 2 seconds. Shadowbolt Volley will now reveal targets hit for 2 seconds. Dread Orb will no longer grant sight into nearby Shrubs. Shadowbolt Volley will no longer grant sight into nearby Shrubs. Chromie
      Fixed an issue that caused Sand Echo Basic Attacks to activate A Proper Greeting while Chromie is Blinded. Fixed an issue that caused Unravelling Sands's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Time Trouble's Armor increase to be removed by Stasis or Invulnerability. Fixed an issue that caused Shifting Sands active bonuses to be lost when slain. Fixed an issue that caused Shifting Sands to be granted before Sand Blast deals damage. Time Trap will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Deathwing
      Difficulty updated from Medium to Hard. Fixed an issue that caused Death Drop's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Molten Flame's button to be highlight while Deathwing is inside a Vehicle and the bonuses from Infernus would be active. Deckard
      Fixed an issue that caused Potion of Shielding to increase Deckard's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Horadric Staff to not be placed on cooldown while Blinded. Fixed an issue that caused Rejuvenation Potion to heal Leoric while Undying is active. Fixed an issue that caused Scroll of Identify to detect targets before the first quest milestone. Ancient Blessings will now reveal the area for 0.75 seconds. Dehaka
      Fixed an issue that caused Dehaka to be immune to allied effects while Burrow is active. Fixed an issue that caused Burrow to not reveal negative effects when activated. Fixed an issue that caused Lurker Strain's knockback to be treated as a Stun. Fixed an issue that caused Lurker Strain's knockback to reveal the Dehaka while active. Fixed an issue that caused Lurker Strain's slow to reveal the target while active. Lurker Strain will now reveal targets hit for 2 seconds. Lurker Strain no longer reveals around targets while they are being knocked back. Elongated Tongue icon updated. Diablo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Black Soulstone's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Hell Fire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Dying Breath Apocalypse to display incorrectly in the Death Recap. Soul Shield icon updated. D.Va
      Fixed an issue that caused D.Va's AI to not activate Self-Destruct. Fixed an issue that caused D.Va to be ejected early if the Mech takes select types of damage after being slain. Fixed an issue that caused D.Va's Mech Basic Attacks to be capable of hitting multiple Sgt. Hammer Spider Mines at once. Fixed an issue that caused Basic Attacks against Heroes in the bonus attack area to activate Nuclear Option while Blinded or if the target is Evading. Fixed an issue that caused D.Va's scoreboard entry on the talents tab to display incorrectly when she first spawns into the battleground. Fixed an issue that caused D.Va's entry in the killfeed to display incorrectly if she is slain by a unit that has since been removed from the battleground (Example: Minions after they have been killed). Fixed an issue that caused D.Va's Hero unit reference to not be updated correctly when D.Va respawns. Ejecting from the Mech will no longer cause Pilot D.Va to be capable of collecting Experience Globes while inside a Shrub for 2 seconds. Self-Destruct will now reveal the effect area for 0.75 seconds. Self-Destruct will now reveal targets hit for 2 seconds. Big Shot will now reveal targets hit for 2 seconds. Boosters will now reveal targets hit for 2 seconds. Mech Basic Attacks will now reveal the effect area for 0.75 seconds. Concussive Pulse will now reveal the effect area for 0.75 seconds. Boosters damage will no longer display as a critical if the target is a valid bonus damage target for Rush-down. Aggression Matrix will now display floating text for the healing prevented. D.Va is now capable of pinging her Self-Destruct charge to her team. D.Va's Mech will now fill out the Death Recap when slain. E.T.C.
      Difficulty updated from Easy to Hard. Fixed an issue that caused Guitar Hero to increase Guitar Solo duration while Blinded or if the target is Evading. Falstad
      Fixed an issue that caused BOOMerang's Spell Armor reduction to not be removed by Stasis or Invulnerability. Hammerang Reactivation will now reveal targets hit for 2 seconds. Hammerang's Returning projectile will now reveal targets hit for 2 seconds. Selecting BOOMerang will no longer cause Hammerang's Reactivation to permanently display as a critical. Frequent Flyer icon updated. Sustained Winds icon updated. Fenix
      Phase Bomb Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Fixed an issue that caused Mobile Offensive to not activate if Fenix only moves very briefly. Fixed an issue that caused Basic Attacks to refresh Divert Power: Weapons duration while Blinded or if the target is Evading. Phase Bomb Splash will now reveal the effect area for 0.75 seconds. Mobile Offensive icon updated. Singularity Charge icon updated. Offensive Cadence icon updated. Divert Power: Weapons icon updated. Garrosh
      Difficulty updated from Medium to Hard. Wrecking Ball, Into the Fray will now reveal targets hit by the landing for 2 seconds. Decimate will now reveal targets hit for 2 seconds. Gazlowe
      Fixed an issue that caused Basic Attacks to activate Mecha-Lord's Armor increase while Blinded or if the target is Evading. Fixed an issue that caused Ark Reaktor turrets to deal increased damage. Fixed an isssue causing Gazlowe to be incapable to pinging the cooldown of EZ-PZ Dimensional Ripper to his team. Genji
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Genji's Self Healing to not increase for the full damage prevented by Deflect. Deflect will no longer reveal the area it searches for targets when Genji takes damage with Deflect active. Zanshin icon updated. Greymane
      Fixed an issue that caused Running Wild to not grant the cooldown reduction when casting Go For the Throat. Fixed an issue that caused Alpha Killer to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Thick Skin to display duplicate Block visuals. Gul'dan
      Fixed an issue that caused Fel Flame to be visible outside of the intended area after Pursuit of Flame is completed. Fixed an issue that caused Hunger for Power's healing modifications to be disabled while under the effects of Xul's Mortal Wound. Fixed an issue that caused Hunger for Power's healing increase to not be the correct value. Hanzo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Storm Bow to not activate Sharpened Arrowheads while Blinded or if the target is Evading. Fixed an issue that caused Storm Bow to activate Sharpened Arrowheads before the damage is dealt. Fixed an issue that caused Storm Bow's range bonus from charging to not be reset correctly. Hogger
      Difficulty updated from Medium to Hard. Fixed an issue that caused Aggro Range to grant Rage if a Structure is within the search radius of Hogg Wild. Fixed an issue that allowed targeted abilities against the Ez-Thro Dynamite unit. Fixed an issue that allowed targeted abilities against the Loot Hoard unit. Fixed an issue that allowed targeted abilities against the chunk of Meat unit. Illidan
      Difficulty updated from Medium to Very Hard. Fixed an issue that caused Unending Hatred to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Fiery Brand icon updated. Imperius
      Holy Fervor cleave reveals the area for 0.75 seconds. Jaina
      Difficulty updated from Easy to Medium. Fixed an issue that caused Frost Bolt to deal damage on enemies behind the projectile. Fixed an issue that caused Frost Bolt to continue to deal damage after it has hit the maximum number of targets with Frost Shards selected. Frostbite Armor will now display Block visuals. Icefury Wand icon updated. Advanced Ice Block icon updated. Johanna
      Difficulty updated from Medium to Easy. Fixed an issue that caused Blessed Momentum's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Holy Fury's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Blessed Shield to hit and target Invulnerable enemies. Heaven's Fury will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Blessed Hammer will now reveal the effect area for 0.75 seconds. Junkrat
      Difficulty increased from Medium to Hard. Basic Attack Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will be consumed). Fixed an issue that caused Basic Attack splash to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to gain more than intended damage from Hero hits. Kael'thas
      Difficulting updated from Hard to Medium. Fixed an issue that caused Gravity Lapse to hit Invulnerable enemies. Burned Flesh will now display as a critical effect. Kel'Thuzad
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Deathchill's marker to remain on the target if they gain Unstoppable. Fixed an issue that caused Power of Icecrown's active bonuses to be lost when slain. Fixed an issue that caused Basic Attacks to activate Icy Grasp while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Hungering Cold while Blinded or if the target is Evading. Fixed an issue that caused the Chilling Touch Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Kel'Thuzad can now attempt to cast Frost Nova over unpathable terrain. Kel'Thuzad's abilities in the command bar will no longer flash when Kel'Thuzad gains 15 stacks of Master of the Cold Dark. Kerrigan
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Assimilation to increase Kerrigan's Self Healing when Shields granted. Fixed an issue that caused Sharpened Blades to gain quest progress from Hallucination Heroes (Nova Holo Decoys, Samuro Mirror Images, Abathur Ultimate Evolutions). Ultralisk Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm empowered Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm will no longer reveal targets hit by the splash area. Impaling Blades will now reveal targets hit for 2 seconds. Primal Grasp's secondary explosion will now reveal targets hit for 2 seconds. Psionic Shift will now reveal targets hit for 2 seconds. Kharazim
      Difficulty updated from Medium to Hard. Fixed an issue that caused Deadly Reach's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses. Fixed an issue that caused Insight to grant quest progress while Blinded or if the triggering enemy is Evading. Fixed an issue that caused non-Heroes to not be revealed by Spirit Ally. Leoric
      Difficulty updated from Easy to Medium. Fixed an issue that caused Buried Alive's silence to be reduced in duration by Abolish Magic's duration reduction. Fixed an issue that caused Burning Despair's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Drain Hope and Drain Essence to remain active on targets after they enter a Vehicle. Leoric's Self Healing is no longer increased by Drain Essence's Undying death timer reduction. Leoric is no longer capable of activating Ossein Renewal while Undying is active. Wrath of the Bone King effect reveal duration reduced from 1 second to 0.75 seconds. Li Li
      Lightning Serpent's Bounces will now bounce to targets immune to area damage (Example: Sgt. Hammer Spider Mines). Lightning Serpent's Bounces will now target Passive targets (Example: Kharazim's Earth Ally and Spirit Ally). Li-Ming
      Fixed an issue that caused Magic Missiles to not grant stacks of Force Armor when Tal Rasha's has been selected and Magic Missiles has not granted Spell Power. Fixed an issue that caused Teleport to not be completely refunded by Critical Mass and Illusionist while Aether Walker is active. Fixed an issue that caused Magic Missiles to hit Invulnerable enemies. Lunara
      Fixed an issue that caused Invigorating Spores to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Invigorating Spores to deal damage while Blinded or if the target is Evading. Fixed an issue that caused Invigorating Spores to deal damage on an attack that brings the target to full stacks of Nature's Toxin. Splintered Spear will no longer target Hidden or Neutral targets. Lt. Morales
      Fixed an issue that caused Medidrone to be capable of healing Leoric while Undying is active. Fixed an issue that caused Healing Beam to remain active on a Minion after Sylvanas has cast Possession on the Minion. Maiev
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Vengeful Knives to gain bonus damage from Physical damage while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks empowered by Umbral Bind to not grant Vengeful Knives stacks against the primary target. Fixed an issue that caused Containment Disc's Silence to be bypassable by casting an ability making the target immune to Silence as soon as the Time Stop expires. Fixed an issue that caused Bonds of Justice to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Naisha's Memento's Bounces will now bounce to targets immune to area damage. Naisha's Memento will no longer bounce to Mercenaries that are not currently active. Mal'Ganis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Vanquish the Weak to apply the slow before the damage is dealt. Winged Guard will now display a Block visual. Blind as a Bat will now remove any nearby reveals placed by Mal'Ganis when cast. Fel Claws will now reveal targets for 2 seconds if Blind as a Bat is not active. Necrotic Embrace will now reveal targets for 2 seconds if Blind as a Bat is not active. Echo of Doom will now reveal targets for 2 seconds if Blind as a Bat is not active. Plague Bats will now reveal targets for 2 seconds if Blind as a Bat is not active. Seeker Swarm Bats will now only reveal targets for 2 seconds if Blind as a Bat is not active. The Night Beckons icon updated. Malfurion
      Difficulty updated from Easy to Hard. Fixed an issue that caused Ysera's Gift to grant bonus healing while Malfurion is dead. Fixed an issue that caused Malfurion to be incapable to pinging the cooldown of Astral Communinion to his team. Malthael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Touch of Death to display floating text for healing prevented twice. Ethereal Existence will now display a Block visual at maximum stacks. Soul Rip no longer reveals the area. Medivh
      Fixed an issue that caused the Hall of Storms to increase Raven Form's Movement Speed by more than intended. Fixed an issue that caused Basic Attacks to activate Temporal Flux while Blinded or if the target is Evading. Using a Portal will no longer move the user's Camera. Mei
      Difficulty updated from Medium to Hard. Fixed an issue that caused Polar Vortex's Attack Speed malus to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Basic Attacks to activate Cooling Servos while Blinded or if the target is Evading. Fixed an issue that caused Induce Hibernation to apply to non-Heroes. Skating Away now displays a Block visual. Mephisto
      Difficulty updated from Medium to Hard. Fixed an issue that caused Lightning Reaction to not be affected by damage reduction if caused by a Shade of Mephisto's Lightning Nova. Muradin
      Fixed an issue that caused Bronzebeard Rage's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Basic Attacks to grant Perfect Storm progress while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Give Em' The Ax while Blinded or if the target is Evading. Fixed an issue that caused Grand Slam to grant a charge of Haymaker for each Hero that took part in the takedown. Storm Bolt will no reveal the target for 2 seconds. Muradin is no longer revealed to the enemy if unseen when Thunder Burn empowered by Thunderstrike damages an enemy. Perfect Storm quest tracker icon updated. Murky
      Fixed an issue that caused Big Tuna Kahuna's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Time To Krill to heal the target Murky if they have selected Fish Tank. Fixed an issue that caused Time To Krill to not heal the applying Murky if they have selected Fish Tank. Murky no longer reveals in area around him after his Egg is slain. Octo-Grab will now reveal the target while active, instead of for a fixed 4 seconds in a 0.75 radius. Octo-Grab will now reveal the target for 2 seconds when first cast. Slime will now reveal targets hit for 2 seconds. Pufferfish will now reveal targets hit for 2 seconds. Nazebo
      Fixed an issue that caused Plague of Toads to hit Invulnerable enemies. Fixed an issue that allowed targeted abilities against the Plague of Toads unit. Nova
      Difficulty updated from Medium to Hard. Fixed an issue that caused Holo Decoys to be revealed to the enemy when their border becomes visible. Fixed an issue that caused Holo Decoys to reveal the area around them when slain for 1 second. Fixed an issue that caused Anti Armor Shell's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Holo Decoy's damage readout in the Target Info Panel to display incorrectly with Anti-Armor Shells selected while their Basic Attack is on cooldown. Fixed an issue that caused Anti-Armor Shells to reduce the Physical Armor of the target before the damage is dealt. Triple Tap will now reveal targets hit for 2 seconds. Precision Strike will now reveal targets hit for 2 seconds. Explosive Snipe will now reveal targets hit for 2 seconds. Snipe no longer reveals in an area around the target. Rapid Reprojection icon updated. Orphea
      Difficulty increased from Medium to Hard. Fixed an issue that caused Eldritch Conduit to not be empowered when gaining the 10th stack. Fixed an issue that caused Eldritch Conduit's empowered to be lost when slain. Fixed an issue that caused Eternal Feast to search for dead units. Fixed an issue that caused Dead Magic to deal damage if the splashed to target is Evading. Dead Magic now reveals the area for 0.75 seconds. Probius
      Fixed an issue that caused Construct Additional Pylons to increase the damage of Pylon Overcharge by more than intended. Qhira
      Difficulty updated from Medium to Hard. Fixed an issue that caused Blood Rage to track units after they have been slain. Fixed an issue that caused Upstage to not be granted if the number of tracked targets is not reached due to targets dying from Blood Rage. Fixed an issue that caused Blood Rage's activation to grant a stack of Fatal Wounds. Fixed an issue that caused Basic Attacks to activate Your Pain, My Gain while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Finishing Touch while Blinded or if the target is Evading. Fixed an issue that caused Finishing Touch to grant attack speed if the target is brought to below 50% of their Maximum Health. Basic Attacks no longer reveal targets hit. Swing Life Away now display Spell Armor visuals. Ragnaros
      Lava Wave will no longer collect Experience Globes (NOTE: Last hits will still function). Fixed an issue that caused Tempered Flame to increase Ragnaros's Self Healing when Shields granted. Fixed an issue that caused Cauterize Wounds to not display correctly in the Death Recap. Fixed an issue that caused non-Heroes to not reduce the cooldown of Blistering Attacks with Empower Sulfuras. Raynor
      Fixed an issue that caused Give em' Some Pepper damage to not display in the Death Recap. Fixed an issue that caused Give em' Some Pepper damage to not increase Raynor's relevant score entries. Fixed an issue that caused Give em' Some Pepper to only reveal Raynor's non-updating position if unseen when dealing damage to an enemy. Fixed an issue that caused Give em' Some Pepper to not be correctly modified by damage modification from other Heroes. Fixed an issue that caused damage dealt by Hyperion created by Execute Orders to display incorrectly in the Death Recap. Give em' Some Pepper will now reveal the area for 0.75 seconds. Rehgar
      Fixed an issue that caused Elemental Conduit to increase Rehgar's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Colossal Totem's recast to be available for less than the duration of Earthbind Totem. Fixed an issue that caused Hunger of the Wolf to activate while Blinded or if the target is Evading. Fixed an issue that caused Bloodlust to not apply to channeled Basic Attacks. Rexxar
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Aspect of The Hawk's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Misha to gain more Movement Speed than intended while Rexxar is Mounted. Fixed an issue that caused Unleash the Boars damage to not be modified by most forms of damage modification. Fixed an issue that caused Kill Command's damage bonus to be multiplicative. Fixed an issue that caused Wildfire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Misha to lose the benefits of Primal Intimidation once slain. Wildfire Bear now reveals the target for 2 seconds. Samuro
      Difficulty increased from Hard to Very Hard. Wind Walk healing increased from 1% to 3%. Way of the Wind healing reduced from 5% to 4%. Fixed an issue that caused Way of the Wind to increase Samuro's Healing score instead of his Self Healing score. Mirror Image reveal of nearby units on death now matches other Heroic units. Sgt. Hammer
      Tank Mode Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will now be consumed). Tank Mode Splash will now trigger if the Sgt. Hammer is Blinded. Splash damage and triggering effects will still be prevented. Tank Mode Splash will now reveal the effect area for 0.75 seconds. Tank Mode Splash attacks will no longer reveal targets hit. Sonya
      Fixed an issue that caused Leap to not grant Unstoppable while active. Rampage icon updated. Stitches
      Difficulty updated from Medium to Hard. Fixed an issue that caused Putrid Bile's Pools to not have their damage modified by other Heroes effects placed onto Stitches. Stukov
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reactive Ballistospores to not be reset correctly by Try Mode, Sandbox reset cooldowns. Fixed an issue that caused Reactive Ballistospores to deal more damage than intended when applying Weighted Pustule. Fetid Touch icon updated. Reactive Ballistospores icon updated. Reactive Ballistospores is now considered an active talent, instead of a Weighted Pustule talent. Sylvanas
      Difficulty updated from Medium to Hard. Fixed an issue that caused Might of the Banshee Queen's active bonuses to be lost when slain. Fixed an issue that caused Remorseless to apply Overwhelming Affliction's slow when fired. Fixed an issue that caused Remorseless to not apply Black Arrows stacks while Blinded or if the target is Evading. Fixed an issue that caused Remorseless to not apply Black Arrows activated non-Hero Stun. Fixed an issue that caused Remorseless to not apply Mercenary Queen's Mercenary Stun. Fixed an issue that caused Basic Attacks to activate Evasive Fire's duration refresh while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Lost Soul's cooldown reduction while Blinded or if the target is Evading. Fixed an issue that caused enemies hit by Deafening Blast's bonus damge area to not be revealed for 2 seconds. Fixed an issue that caused enemies hit by Deafeaning Blast's bonus damage area to not be affected by Black Arrow's activated non-Hero stun. Fixed an issue that caused Catapults to grant more Experience than intended when Possessed. Remorseless will no longer bounce to Mercenaries that are not currently active. Remorseless will now bounce to targets immune to area damage. Wailing Arrow no longer reveals in a radius around Sylvanas when cast. Wailing Arrow will now reveal the search area for 0.75 seconds. Remorseless icon updated. Tassadar
      Difficulty updated from Medium to Hard. Fixed an issue that caused Feedback's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Archon's Basic Attacks Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Executor's Will to not increase Healing dealt. Fixed an issue that caused Oracle's passive healing to not be displayed in the Death Recap. Fixed an issue that caused Archon's Basic Attacks to reduce the Spell Armor of targets while Blinded or if the target is Evading. Khaydarin Amulet now requires the target to be visible to start the link. Khaydarin Amulet will now reveal the target for so long as the link remains active. Khaydarin Amulet will now bounce to targets immune to area damage. Khaydarin Amulet will no longer bounce to Invulnerable enemies. Archon Basic Attacks Splash will no longer reveal targets. Archon Basic Attacks will now reveal the effect area for 0.75 seconds. The Butcher
      Difficulty updated from Medium to Hard. Fixed an issue that caused Butcher to lose more Meat than intended when slain. Cleaver no longer reveals targets hit. Cleaver will now reveal the search area for 0.75 seconds. Furnace Blast will now reveal targets hit for 2 seconds. Butcher is no longer revealed to the enemy if unseen when Lamb to the Slaughter damages an enemy. The Lost Vikings
      Viking Hoard will now display the stacks as a baseline quest in the talents tab of the scoreboard. Fixed an issue that caused It's a Sabotate to apply while Erik is Blinded. Fixed an issue that caused Hunka Burning Olaf's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Nordic Attack Squad to not be displayed correctly in the Death Recap. Baleog's Basic Attacks when fired from a distance effect reveal duration increased from 0.5 seconds to 0.75 seconds. Baleog's Basic Attacks when fired at close range will now reveal the effect area for 0.75 seconds. Hunka Burning Olaf will now reveal the target for 2 seconds. Nordic Attack Squad icon updated. Thrall
      Difficulty updated from Easy to Medium. Fixed an issue that caused Basic Attacks while Windfury is active to grant stacks of Frostwolf Resilience while Blinded or if the target is Evading. Feral Resilience will now display Block visuals. Tracer
      Fixed an issue that caused Heavy Handed's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Basic Attacks to activate Telefrag while Blinded or if the target is Evading. Fixed an issue that caused Quantum Spike Pulse Bombs will now explode at the same time as other Pulse Bombs when a unit is Hit, instead of 0.3125 seconds later. Fixed an issue that caused Is That a Healthpack?! to heal Vehicles if selected. Fixed an issue that caused Composition B + Quantum Spike to deal percent damage to non-Heroes. Fixed an issue that caused Parting Gift to hit Invulnerable enemies. Total Recall will now increase Tracer's Self Healing when Tracer is healed. Total Recall will now display floating combat text when Tracer is healed. Total Recall will now display in the Death Recap. Completing a Reload will now display floating combat text for the amount of Ammo restored. Locked and Loaded will no longer cause Basic Attacks to display as criticals. Locked and Loaded will cause the floating combat text for ammo restored by Reload to display as a critical. While Locked and Loaded is active, Tracer's Ammo Bar will have a slight pulsing glow around it. This is only visible to Tracer and her Allies. While Locked and Loaded is active, Tracer's Reload button on the Command Bar will have a pulsing glow around it. Ricochet now requires Tracer to have selected Tracer Rounds to reveal targets. Ricochet will now only bounce to visible targets. Ricochet will now bounce to targets immune to area damage. Ricochet will no longer bounce to Mercenaries that are not currently active. Bullet Spray will now reveal targets hit. Quantum Spike Pulse Bomb will now reveal identically to other Pulse Bombs, instead of in a larger radius. Untouchable icon updated. Tychus
      Difficulty updated from Medium to Hard. Fixed an issue that caused Bob and Weave's Basic Attack range increase to display incorrectly in the status buff bar. Sizzlin' Attacks icon updated. Tyrael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Swift Retribution to not apply to channeled Basic Attacks. Fixed an issue that caused Basic Attacks to activate Bound By Law while Blinded or if the target is Evading. Fixed an issue that caused Burning Halo's damage aura to display as a critical when damage was not increased. Archangel's Wrath explosion will now reveal targets hit for 2 seconds. Burning Halo icon updated. Burning Halo is now classed as a Passive talent. Horadric Reforging icon updated. Horadric Reforging is now classed as a Passive talent. Tyrande
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shadowstalk's healing over time to remain active on Leoric while Undying is active. Fixed an issue that caused Huntress Fury to not bounce to Deathwing. Fixed an issue that caused Sentinel's cooldown to be reset if a Hallucination is slain while revealed by Sentinel. Fixed an issue that caused Mark of Mending to not heal Evading allies. Fixed an issue that caused Basic Attacks to activate Mark of Mending if the target is Evading. Fixed an issue that caused Elune's Chosen to heal for overkill damage. Tyrande is no longer revealed to the enemy if unseen when Empower damages an enemy. Shooting Star icon updated. Uther
      Difficulty updated from Easy to Hard. Uther's Heroics will no longer be hidden while Spirit Form is active. He will not be capable of casting them. Fixed an issue that caused Holy Fire's damage aura to display as a critical when damage was not increased. Holy Radiance will now reveal the effect area for 0.75 seconds. Holy Radiance will now reveal enemy targets hit. Divine Storm will now reveal the effect area for 0.75 seconds. Divine Storm will reveal the target for 2 seconds. Holy Fire icon updated. Valeera
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Garrote to display incorrectly in the Death Recap after extended by Rupture. Eviscerate will now reveal the target for 2 seconds. Ambush will now reveal the target for 2 seconds. Cheap Shot will now reveal the target for 2 seconds. Garrote will now reveal the target for 2 seconds. Sinister Strike will now reveal targets hit for 2 seconds. Blade Flurry will now reveal the effect area for 0.75 seconds. Blade Flurry will now reveal targets hit for 2 seconds. Valla
      Difficulty updated from Easy to Medium. Fixed an issue that caused Manticore's stack display to be displayed incorrectly. Manticore icon updated. Varian
      Fixed an issue that caused Second Wind to display as uncastable. Fixed an issue that caused Twin Blades of Fury's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Juggernaut to be capable of activating on-death effects multiple times on enemies. Master at Arms will now reveal targets hit for 2 seconds. Master at Arms will now reveal the effect area for 0.75 seconds. Whitemane
      Difficulty updated from Medium to Very Hard. Inquisition will now reveal targets for 2 seconds upon removal and for 0.5625 seconds each time damage is dealt. Inquisition will no longer reveal around the target. Divine Reckoning will now reveal targets hit for 2 seconds. Searing Lash will now reveal targets hit for 2 seconds. Saintly Greatstaff icon updated. Xul
      Fixed an issue that caused Cursed Strikes to hit targets immune to area damage. Cursed Strikes will now reveal the effect area for 0.75 seconds. Backlash will now reveal the area for 0.75 seconds. Shackler no longer reveals the area. Cursed Strikes no longer reveals targets hit. Yrel
      Difficulty updated from Medium to Hard. Holy Wrath Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Dauntless will now display Block visuals. Holy Wrath area reveal duration reduced from 1 second to 0.75 seconds. Aegis of Light no longer reveals the area. Vindication will now reveal targets hit for 2 seconds. Righteous Hammer will now reveal targets hit for 2 seconds. Avenging Wrath will now reveal targets hit for 2 seconds. Zagara
      Fixed an issue that caused Banelings to not be affected by Defense Matrix. Mutalisk Basic Attacks will no longer bounce to Mercenaries that are not currently active. Mutalisk Basic Attacks will now bounce targets immune to area damage. Zarya
      Difficulty updated from Easy to Medium. Fixed an issue that caused Defensive Shielding to not apply if the target already has select forms of Block. Fixed an issue that caused Basic Attack Splash to work incorrectly with Time Stop. Basic Attacks will now reveal the effect area for 0.75 seconds. Basic Attacks no longer reveal targets hit. Explosive Barrier will now reveal targets hit for 2 seconds. Explosive Barrier will now reveal the effect area for 0.75 seconds. Feel the Heat icon updated. Zeratul
      Difficulty updated from Hard to Very Hard. Cleave will now reveal the effect area for 0.75 seconds. Zul'jin
      A Surprise For Ya no longer reveal targets. A Surprise For Ya will now only bounce to visible targets. A Surprise For Ya will now bounce to targets immune to area damage. A Surprise For Ya will no longer bounce to Mercenaries that are not currently active. Grievous Throw will now reveal targets hit for 2 seconds. Twin Cleave will now reveal targets hit for 2 seconds. Guillotine will now reveal targets hit for 2 seconds. Buzzsaw will now reveal targets hit for 2 seconds. Return to Top
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