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Hanamura Rework Spotlight

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Hanamura will return to the battleground pool soon and Creative Content Lead Kevin Johnson guides us through all the changes in the latest update.

Hanamura was pulled from the battleground roster in order to address some gameplay issues back in August. Blizzard tweaked the battleground and shared some details about the rework today.

Hanamura Rework Highlights

Payload

  • The objective has shifted from two competing payloads to a single contested one.
  • The original version had payloads on the top and bottom of the map that both teams controlled separately, dividing player attention and action across the field of battle.
  • If a payload is left unattended by your team, it will no longer drift backwards, removing forward progress, but will instead remain in its current position, until either escorted again by your team, or picked up by your enemy.
  • Winning the objective no longer deals straight damage to the core without attacking forts and keeps first.
  • The team that was successful in the initial payload push will find that the path for their second attempt will shift, becoming a greater challenge than the first. The path will update a final time upon a second successful push making the third attempt even more difficult. The pattern resets to the first path for the fourth objective.

Core

  • The core has been opened up for direct attacks from your team.

Mercenary Camps

  • Turret camps remain unchanged.
  • Healing & Mega Enforcer camps have been replaced with new Sentinel siege camps.
  • Sentinels push down lanes and have a strong cleave attack.
  • The standard vision watchtowers have been replaced with a new set of mercs that provide the same vision functionality, but instead of merely standing uncontested in the area to counter-capture them, you must take out the mercenaries positioned there instead.

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I liked the original, but I agree that this versions seems more focused and competitive. I would have liked if they had kept the old one for custom games.

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I like how the objective becomes harder for the team that gets it. Booty Bay next? (hope they don't change much, I like the map personally, Blackheart is funny and the objective's strong as it should be imho)

P.S. Can I get as ripped as Kevin pls?

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5 hours ago, SteveFrost said:

Booty Bay next? (hope they don't change much, I like the map personally, Blackheart is funny and the objective's strong as it should be imho)

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

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1 hour ago, Plergoth said:

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

Blizzard once said that they would like to change or rework Blackhearts Bay. But I cannot tell you when this was. It was just one little mention in an interview or FAQ.

Looking at what they mentioned earlyer this year, Blackhearts Bay and Lost Viking's second rework may be the next big updates.

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Legit question, what's so bad about Blackheart's Bay? It's not my favorite map but I never thought of it as particularly bad. Why do so many people have issues with it

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4 hours ago, Alkasar said:

Blizzard once said that they would like to change or rework Blackhearts Bay. But I cannot tell you when this was. It was just one little mention in an interview or FAQ.

Looking at what they mentioned earlyer this year, Blackhearts Bay and Lost Viking's second rework may be the next big updates.

My recollection of their mention of TLV was that they recognize a need to rework them, but don’t know what to do with them. Which makes me doubt they will a rework any time soon.

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1 hour ago, Warper said:

My recollection of their mention of TLV was that they recognize a need to rework them, but don’t know what to do with them. Which makes me doubt they will a rework any time soon.

If I recall correctly, in one of Reddit AMAs that happened this year, Blizzard said they wanted to make options for builds where the Vikings are stronger when fighting together, because they deemed the split push builds "not fun for everyone" (which I completely agree).

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7 hours ago, Morcalivan said:

Probably because you don't need to actually fight other people to win.

Correct. It's also the size and travel huge gaps between the top middle lanes and the bottom lane, making players feel isolated and alone in a game that's supposed to emphasise frequent team fighting, skirmishes and contested objectives. On Blackheart Bay you can literally have games were both teams rotate around the map collecting coins and clearing camps and waves but otherwise avoiding each other with the side that got the first salvo got an xp lead that basically snowballs the rest of the game and makes it very difficult for a team of equal skill to really catch up or create opportunities unless the other team makes mistakes which grows more unlikely the further up the ladder you go, hence why it's seldom seen in pro play if at all. 

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9 hours ago, Plergoth said:

Correct. It's also the size and travel huge gaps between the top middle lanes and the bottom lane, making players feel isolated and alone in a game that's supposed to emphasise frequent team fighting, skirmishes and contested objectives. On Blackheart Bay you can literally have games were both teams rotate around the map collecting coins and clearing camps and waves but otherwise avoiding each other with the side that got the first salvo got an xp lead that basically snowballs the rest of the game and makes it very difficult for a team of equal skill to really catch up or create opportunities unless the other team makes mistakes which grows more unlikely the further up the ladder you go, hence why it's seldom seen in pro play if at all. 

Precisely what is considered the biggest flaw of the map - you can ignore the other team as long as you pile up the coins. It gives you low emphasis on team fights and it is not how the devs want to it be, for obvious reasons. As for the pro play, I have been watching some HGC for around 6 months now and never have I seen being played. I don't think it's in the rotation in the first place.

But let's get back to the topic - Hanamura. I am quite happy it's back to the game (finally), though I have to admit I didn't consider it that bad. Saying that, I do realize that double payload (double objective in general) is something that makes people confused on what they should be doing at a given moment. You had to chose whether you want to escort yours and challenge theirs, which is also something that the devs try to avoid in general. People need clear objectives, otherwise they will be whining and generally feel uncomfortable. I would personally like to some something even more straightforward; if you played SCII, there was the rite of Rak'Shir when Alarak and Ma'lash would "duel". To put simply, the more units you had with 'your' side around the duelist, the faster it would push the objective towards the enemy base. So kinda like Hanamura now, but more like one-lane. I would imagine they could add Rak'Shir as a brawl perhaps.

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On 8/21/2018 at 3:36 PM, Plergoth said:

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

They nerfed the amount of exp you get from first towers going down, so it's not as bad as it used to be imho. Sure, it needs changes but I don't think too much, same scope as Hanamura would do imho (there's a reason why this is one of the few maps where heroes like Nova, Valeera etc are considered "viable"- for Nova, it may be the only one).

23 hours ago, Morcalivan said:

Probably because you don't need to actually fight other people to win.

You (normally?) fight for the dubloon chests (unless you want to give enemy team free cash-literally). Also, the pay-in gets bigger and biggrer progressively and it rotates between lanes; a team definitely can't just "farm" their half of the map all game and win without crossing over to the other side; unless the other team never contests (and you should always contest).

I really don't get why the map that is the glaring example of "pay2win" gets so much hate ¯\_(ツ)_/¯ kappa

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      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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