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Mephisto Meta Tier List (September 2018)

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Our twenty-third Heroes of the Storm Meta Tier list for the month of September is here!

We present our twenty-third Heroes of the Storm Meta Tier List for the month of September 2018.

Welcome to Icy Veins's belated Meta Tier List for the August 27 patch, which also takes the latest September 25 patch into account. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.

Using the list

Spoiler

As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.

One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.

A  next to a hero's name means its tier list position has increased since the previous month whereas a  means just the opposite. Additionally, a + or - sign indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These are often updated after significant balance patches and/or when clear trends are emerging. The (ban) comment is a ban recommendation; Meta heroes should be picked and banned first, though heroes from other groups should be considered as well depending on how team compositions are shaping up.

If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.

 

Current ranked mode map rotation

 
  • Alterac Pass
  • Battlefield of Eternity
  • Braxis Holdout
  • Cursed Hollow
  • Dragon Shire
  • Infernal Shrines
  • Sky Temple
  • Tomb of the Spider Queen
  • Towers of Doom
  • Volskaya Foundry

 

Meta picks

Tank Bruiser Fighter Stalker Marksman Mage Support Healer
Genji (ban) Raynor (ban)  Azmodan (ban)  Tyrande↑↑ (ban) 

 

High-tier generalists

Tank Bruiser Fighter Stalker Marksman Mage Support Healer
Arthas Dehaka (ban) VarianTwin Blades of Fury (ban) Cassia Jaina Ana
Diablo (ban) Sonya     Fenix (ban) Kael'thas   Li Li
Garrosh (ban)         Nazeebo   Malfurion
Johanna-             Rehgar
Muradin             Whitemane

 

Mid-tier generalists

Tank Bruiser Fighter Stalker Marksman Mage Support Healer
Anub'arak Artanis Alarak Tracer (ban) Greymane Gul'dan Abathur Alexstrasza
Blaze Yrel Maiev+ Zeratul Hanzo (ban) Junkrat   Auriel
E.T.C. (ban)+   Malthael   Lunara+ Kel'Thuzad   Deckard 
Stitches (ban)   Ragnaros   Sgt.Hammer (ban)  Li-Ming   Kharazim
VarianTaunt   Thrall+   Tychus Mephisto (new)    
    VarianColossus Smash   Zul'jin Sylvanas   Stukov
    Zarya     Zagara    

 

Low-tier generalists

Tank Bruiser Fighter Stalker Marksman Mage Support Healer
Chen Gazlowe Valeera Falstad Chromie Medivh (ban)+ Brightwing (reworked)
  D.Va Murky   Valla Probius   Lt. Morales
    The Butcher         Lúcio

 

Situational picks (map, team composition, or counterpick)

Tank Bruiser Fighter Stalker Marksman Mage Support Healer
Cho'gall (ban) Leoric Illidan Nova The Lost Vikings (ban) Cho'gall (ban) Tassadar Uther (ban)
Tyrael Rexxar Kerrigan (reworked)++ Samuro        
    Xul          

 

Meta heroes define the metagame. They are very often banned or picked right away, as they generally dictate the pace of most drafts and matches.

Generalists form the core of your team and are generally picked after Meta picks have been distributed. They tend to work on most maps, and as part of and against most team compositions. Since this group includes most heroes, I elected to split it into three tiers. High-tier rankings are a result of performance (i.e. win rates) and popularity (i.e. pick and ban rates). This means that heroes with high win rates can be set in low tier; the opposite may also be true.

Situational picks shine on specific maps or as part of specific team compositions.

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Tyrande is a healer more than a support now, I feel. She can easily be the solo healer for a team.

I am surprised to see Merphisto low as well, but I should not have been. The nerf in his last balance patch hit him pretty hard and a lot of his power budget is baked into Consume Souls if it does not get interrupted. That and his kit is just weird - his W deals too much damage in too small of an area which is rather awkward and his E effectively casts Time Loop on yourself can get you killed very quickly indeed.

Edited by Aasgier

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i am surprised by how low kerrigan is ?

 

its insane how tanky she is

 

yesterday i had a 1v1 against a greymane and the time he was dead he didnt even touch my health

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What's with the brightwing anyway? She finally got a nice single-target clutch heal and can keep even tanks alive for much longer thanks to the %HP heal, plus she's great against AoE spell damage and has built-in aoe cleanse...

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27 minutes ago, Mefi said:

What's with the brightwing anyway? She finally got a nice single-target clutch heal and can keep even tanks alive for much longer thanks to the %HP heal, plus she's great against AoE spell damage and has built-in aoe cleanse...

Her overall healing contribution is still very low compared to other healers. I tested a couple of builds and most of them are underwhelming. Especially Q build, which looks great on paper (good silence), low cd, but doesn't really work so well in actual games because it's mostly dependent on hitting enemies with the center of the AOE, which is tricky. 

 

We played qms yesterday and what caught our attention was the fact that while we roamed Hanamura with two tough tanks and Brightwing, we didn't notice her healing output at all. My friend even asked me, - "where are your heals, WTF?"

 

Here lvl 20 talents barely make any sense, while aoe pixie dust is cool, everything else is barely useful, emerald wind upgrade is just bizarre, 5 sec ulti that costs 200 mana, wtf, she has 690 mana on lvl 20.

Edited by Kuarinofu

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19 minutes ago, Kuarinofu said:

Her overall healing contribution is still very low compared to other healers. I tested a couple of builds and most of them are underwhelming. Especially Q build, which looks great on paper (good silence), low cd, but doesn't really work so well in actual games because it's mostly dependent on hitting enemies with the center of the AOE, which is tricky. 

We played qms yesterday and what caught our attention was the fact that while we roamed Hanamura with two tough tanks and Brightwing, we didn't notice her healing output at all. My friend even asked me, - "where are your heals, WTF?"

Here lvl 20 talents barely make any sense, while aoe pixie dust is cool, everything else is barely useful, emerald wind upgrade is just bizarre, 5 sec ulti that costs 200 mana, wtf, she has 690 mana on lvl 20.

I personally enjoy her PolymorphPolymorph build with Blink HealBlink Heal. In the endgame she can put the entire team into permanent stealth through Invisible Friends, and they regen a lot of health as long they don't reveal themselves. It is insane. I think she should be at least mid-Tier since she has a lot more of utility now. But yeah, hear healing output was never high enough to compete with the top tier healers, specially since her niche functions better in anti-dive / highly defensive teams.

Kerrigan should be higher as well. She is hitting pretty hard and has insane sustain through her shields, which are a lot better now; I dare to say her sustain is better than Fenix's now.

Edited by Valhalen
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I think the updated kit requires players to adjust to it. Hyper ShiftHyper Shift healing stacks up nicely and makes for a great bait, but instead of casting it preemptively as you would do before (considering the old level 7 shield) you are supposed to cast it in a specified moment in a teamfight when the person you are trying to peel is down by ~20-30% HP, so you can utilitze the healing and add a level 7 shield on top of that (which is the best pick). The new shield lasts only for 5 seconds, so it requires more skill, but it goes along with the new way of using it.

Her Soothing MistSoothing Mist healing output is as it always should be (low enough to justify her having a well-rounded kit), but with an added option to reset it quickly with a well-landed Q. 

I agree with Valhalen, that the Blink HealBlink Heal is a great option. I have yet to test the Lvl20 Blink upgrade, because it didn't convince me initally on paper. Not sure about the level 1 polymorph talent though, I feel like Hyper ShiftHyper Shift CD reduction/bonus healing is quite potent, but once I'll get into a more aggresive composition, then I'd probably be picking Greater PolymorphGreater Polymorph 

Also, I really love the new lvl 16 Phase Out talent, which has replaced the level 13 Ice BlockIce Block. Most of the time it makes more sense to use stasis in order to dodge a particular ability or two instead of waiting full 3 seconds for enemy to catch up on you. My only concern is that it is exclusive with a classic CritterizeCritterize , which is great talent on its own or potentially game breaking with lvl1 and lvl4 Poly talents.

When it comes to lvl 20 talents I had a blast with AoE Pixie Dust, but how will it fare depends on your level 13 talent most of the time. If you've picked additional spell armor, then the 50% spell reduction for 4 seconds + another Pixie Dust on the hero of your choice is a deal breaker against the mages. It also boosts your team's movement speed by 20%, which is quite an underrated stat, plus you can buff it up to 40% if you need a strong Lucio's level dis(engage) against any given comp. 
 

Edited by Mefi

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16 minutes ago, Mefi said:

I agree with Valhalen, that the Blink HealBlink Heal is a great option. I have yet to test the Lvl20 Blink upgrade, because it didn't convince me initally on paper. Not sure about the level 1 polymorph talent though, I feel like Hyper ShiftHyper Shift CD reduction/bonus healing is quite potent, but once I'll get into a more aggresive composition, then I'd probably picking Greater PolymorphGreater Polymorph 

I was a bit skeptical at first, but Invisible Friends is really powerful, because it is a permanent stealth given to both Brightwing and her target ally as long they don't perform any other action, and it functions like any other stealth, meaning you become completely invisible as long you don't move for a few seconds.

I wouldn't say it's her best level 20 talent, but it can be a gamewinning talent in the right circumstances, specially if your team can do some really nasty ganks and setup traps. For example, I was in a game in Hanamura yesterday where I made my entire team invisible, and we won by setting up a trap near the objective. And we had a Garrosh. In stealth. That is scary.

As for the Greater PolymorphGreater Polymorph, she becomes even more annoying with the increased range. And the resets are fantastic in teamfights where you gain the upper-hand. In that same match I described above the enemy team had a Murky, so you can imagine how many resets I was getting, haha.

Edited by Valhalen

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Kerrigan is insanely low on this list. If played even half way right her shields become insane. She does even more damage than before the rework, and now can survive to do it. I'm pretty sure she's an instant pick/ban at any level they can properly land her combo.

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12 minutes ago, Valhalen said:

I was a bit skeptical at first, but Invisible Friends is really powerful, because it is a permanent stealth given to both Brightwing and her target ally as long they don't perform any other action, and it functions like any other stealth, meaning you become completely invisible as long you don't move for a few seconds.

I wouldn't say it's her best level 20 talent, but it can be a gamewinning talent in the right circumstances, specially if your team can do some really nasty ganks and setup traps. For example, I was in a game in Hanamura yesterday where I made my entire team invisible, and we won by setting up a trap near the objective. And we had a Garrosh. In stealth. That is scary.

As for the level 1 Polymorph talent, she becomes even more annoying with the increased range. And the resets are fantastic in teamfights where you gain the upper-hand.

I've just tested level 1 poly and I'm sold! The range increase is fantastic in many ways. Most importantly it helps dealing with kiting backline heroes.

 

Edited by Mefi
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As someone who has played BW a lot before Suppocalypse and tried her now, she is really good, but there are some quirks.

Situations that help her: Your team doesn't fully rely on your heals (they have self sustain like Raynor and Blaze). their team is melee or they rely on some dive hero like Kerrigan or Tracer. You really need temmates who can follow upon Polymorph.
Maps like Dragon Shire where your team will be separated also helps her as she shines in smaller fights. One quirk is that you might have to sit in that lane for a while, as you need minions to die near you to get CDR, it's no longer from healing.

Q build is tricky, incosistent, sure. BUT, as soon as you hit first person or they start clumping up, it becomes incredibly easy to hit next one, as they will be slowed for 40%(!) for 3s. You can easily setup kills with that.
Edit: There are also some quirks like being able to stop channels like Guldan's Drain LifeDrain Life or Azmodan's All Shall BurnAll Shall Burn and similar. 
One more thing to add, right now she has 50% armor for 3s, which can increased to 6s with AoE Pixie at 20. Which again goes with she does best, prevent damage and add CC. Your heals help, but that's not where she shines.


And yes, Kerrigan should be waaaaaaay up.

Edited by SleepySheepy
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Just adding my thoughts to this tier list.

I understand why Mephisto is lower than I expected at first. While Consume SoulsConsume Souls is a very powerful heroic, with a great level 20 upgrade, it's far more potent in pub games, while having less value against good and competitive players. His biggest downside is probably that his shade's location visible to enemies. Lacking an escape hurts him for sure, though. 

Regarding Brightwing, her rework was good, but I can't help but feel like she still isn't meta. Her sustained healing is far better, but she lacks on demand and single target healing - something that the top healers right now (Tyrande, Whitemane, etc.) have plenty of. Fun rework that makes her more rewarding to play, but I don't see her shining in the current CC and dive oriented meta.

Kerrigan's rework on the other hand, has made her much more viable. Her survivability has shot through the roof, and her damage is still extremely high. As always though, she remains very vulnerable to targeted CC, because a Kerrigan that can't do damage is a Kerrigan that gains no shields, and therefore dies quickly. She does fit very well into the dive meta though, and her combo can provide an abundant amount of CC that allies can take advantage of. While she didn't really receive many gameplay changes, she certainly feels more powerful.

Tyrande's rework was very successful, and she's a true solo healer now. She fits perfectly into the current meta. 

I also think Maiev could certainly jump up a spot. While she lacks self sustain, which can hurt her performance, her physical damage build can provide an insane amount of sustained AoE damage, which combined with her utility from Umbral BindUmbral Bind and Containment DiscContainment Disc/Warden's CageWarden's Cage, makes her a menace in the right hands. She isn't really contested in casual play, but the opposite is true for high level and competitive games. 

Edited by Maxkitty

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1 hour ago, Maxkitty said:

I'm somewhat surprised to see Mephisto down so low. His damage is great, he can dive backlines, and his Consume SoulsConsume Souls ult is undeniably one of the most powerful heroics in the game, with a busted level 20 upgrade.

Meph is a tricky hero to get consistent value from.  His base damage is good (great even), at least prior to his recent nerf, but only if you get the correct positioning (both yours and your opponents).  He has a heck of a time poking effectively since his Lightning Nova has short range and his Skull is a skill shot with a delay making it easy to dodge.  His teleport is useful for getting his Nova going but isn't an escape and leaves him very vulnerable to skill shots targeting his return spot.  His Ult is fun and great for pub stomping but against people who are used to playing around abilities like it (from games like LoL, Dota 2, and others) it's not nearly as impressive as some make it out to be.  He's kinda in a tough spot.  You need to be good to get the most out of him but against similarly good players he gets played around a lot.  At least that's my take on why his ranking is lower than some expect it to be.

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19 minutes ago, KSDT said:

Meph is a tricky hero to get consistent value from.  His base damage is good (great even), at least prior to his recent nerf, but only if you get the correct positioning (both yours and your opponents).  He has a heck of a time poking effectively since his Lightning Nova has short range and his Skull is a skill shot with a delay making it easy to dodge.  His teleport is useful for getting his Nova going but isn't an escape and leaves him very vulnerable to skill shots targeting his return spot.  His Ult is fun and great for pub stomping but against people who are used to playing around abilities like it (from games like LoL, Dota 2, and others) it's not nearly as impressive as some make it out to be.  He's kinda in a tough spot.  You need to be good to get the most out of him but against similarly good players he gets played around a lot.  At least that's my take on why his ranking is lower than some expect it to be.

That's true, I've updated my post to reflect that. My experiences with him were mostly in pubs games, so that further solidifies your point. In competitive games and against good players, I can see Mephisto being far less viable.

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23 minutes ago, Androski said:

I never expected to live long enough to see the day that Twin Blyads reaches a higher tier than Taunt.

 

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Friendly reminder that Kerrigan isn't "low" tier, but rather, situational. Situational heroes can be excellent in the right... situation. However, I did give her a + as I believe her rework has made her more versatile, making her a contender for the "regular" tier list. When we have more data, I'll move her - mid or high tier, depending. I may also have mistakenly labeled Tyrande as a support when I wanted her as  healer, but there's a bit of room for debate here, so I'll leave her as is for the time being.

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5 hours ago, SleepySheepy said:

Situations that help her: Your team doesn't fully rely on your heals (they have self sustain like Raynor and Blaze).

Great support, as long as you don't need her to heal. Sounds pretty good!

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Wow! Pleased to see Ana getting the recognition!  If you master her, the burst healing and denial are going to be huge as we head into double support meta (I think we all know we're very nearly there).  

Nice to see Tyra back at the top, albeit in a more straightforward healer role than she was.  I feel like shes a bit more one-dimensional than she was, but that's a good tradeoff since shes actually a strong healer now as opposed to a jack of all, master of none.

I need to spend more time with Kerri to see if I can appreciate her placement here.  Her changes looked exciting, I just haven't had enough games to digest them yet.

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3 hours ago, shanghaied said:

Wow! Pleased to see Ana getting the recognition!  If you master her, the burst healing and denial are going to be huge as we head into double support meta (I think we all know we're very nearly there).  

Double support is never returning back, as all supports don't deal enough damage* and have poor waveclear. On top of that, taking away their Cleanse for pseudo versions made sure you can pick people off.

I could be full of poo poo, as some teams manage to make (pre-rework)BW+Uther comp work.

*Whitemane and Auriel being an exception.

Edited by SleepySheepy

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3 hours ago, CorneliusBrutus said:

Great support, as long as you don't need her to heal. Sounds pretty good!

That's like saying you pick Stukov, Uther or Deckard just for the heals. No.
If I wasn't clear, I'm not claiming she is meta pick or something. But she definitely can be placed in general list, opposed to previous (very) situational list. Do you need global that can provide really good amount of CC and disengage and you aren't relying on targeted healing, like Tyrande and Whitemane can provide, take BW.  

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Wow, a lot of changes that I don't expect there.

How's Arthas high tier? I genuinely think that he's the one of the worst main tanks right now.

Isn't Twin Blade just an NA (LUL) thing?

I think Deckard is still high tier though. He's still considered one of the best healers currently, and his popularity certainly reflects that.

I think Diablo should be a 'Meta Pick'. He has nearly 100% popularity from what I've seen. Either he's first banned, or picked if not.

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6 hours ago, SleepySheepy said:

That's like saying you pick Stukov, Uther or Deckard just for the heals. No.
If I wasn't clear, I'm not claiming she is meta pick or something. But she definitely can be placed in general list, opposed to previous (very) situational list. Do you need global that can provide really good amount of CC and disengage and you aren't relying on targeted healing, like Tyrande and Whitemane can provide, take BW.  

Well...she is in generalists. Low-tier generalists. Sounds about right. I would pick any of those guys above her, and many more for their CC and peel. Only thing BW provides over others is the teleport, which is only useful depending on the maps in the rotation. I cringe internally if someone on my team takes Brightwing.

Edited by CorneliusBrutus

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      Caldeum Complex Quest Chain
      Make Contact with the Dragons: Capture 8 Mercenary camps in winning games Reward: Azure Dragons Spray and 3 Day Boost Meet the Azure Prophet: Win 2 games as a Melee or Ranged Assassin Reward: Azure Dragon Chromie Portrait and a Caldeum Complex Loot Chest Earn the Turtles’ Trust: Contribute 25,000 XP in winning games Reward: Onyx Turtles Spray and 250 Gold Spar with Kharazim: Win 2 Games as Healer or Support Reward: Onyx Turtle Kharazim Portrait and Cyberpunk Phrases Pack Join the Tigers’ Hunt: Kill 150 Minions in winning games Reward: Ivory Tigers Spray and 250 Gold Prove Your Valor to Johanna: Win 2 games as Tank or Bruiser Reward: Ivory Tiger Johanna Portrait and a Caldeum Complex Loot Chest Take Down the CyberOni Butcher: Achieve 50 takedowns in winning games Reward: Jigoku Cybernetics Spray and Jigoku Cybernetics Butcher Portrait Raid Jigoku Cybernetics Research Facility: Destroy 10 Forts or Keeps in winning games Reward: Jigoku Cyber Oni Warboar and 500 Gold Caldeum Complex Loot Chests
      Starting the week of March 26, all Loot chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gold will be Caldeum Complex Loot Chests. These loot chests guarantee at least one item from the Caldeum Complex or previous years’ Lunar New Year Spring events. Carve out your place among the infamous gangs and score yourself some sweet loot before the streets calm on April 30!
      Note: Loot Chests earned prior to the start of this event will not become Caldeum Complex Loot Chests.
      Storm League
      Hero League and Team League have been merged into a single ranked queue: Storm League Players must have 16 or more Heroes available and account level 50 or above to queue for Storm League Additional Details: Players can choose their preferred roles in the Ranked menu, so other team members can understand their play style Players can see party members’ win count under their rank badges on the Storm League queue screen The starting MMR in Storm League will be taken from a player’s last highest MMR from Hero League or Team League, whichever is higher Players will be prevented from queuing up in Storm League as a party together if their rank difference is more than 2 leagues apart There is a tooltip available to indicate this Exception: For players in a party of 5, any member outside the party’s League spread maximum will not be counted toward matchmaking requirements Exception: Players who have not yet placed are able to play with anyone Leaderboards have been updated to reflect Storm League Heroes
      We have recently revamped hero roles. For more information on this, check out our blog here.
      Healers
      Lúcio

      Abilities
      Crossfade (W) Healing decreased from 16 to 15 per second Movement Speed aura reduced from 20% to 10% Amp It Up (E) Healing Boost heal reduced from 114 to 112 per second Speed Boost Movement Speed reduced from 45% to 30% Wall Ride (Z) Moved from (Trait) to (Z) Skate Mode (Z) Removed New Trait – Push Off While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second Talents
      Level 1 Maximum Tempo (E) Removed Party Mix (E) Moved from Level 7 New Talent – Smooth Moves (Z) Increase Wall Ride duration by 1 second; while Wall Ride is active, your Basic Attacks heal Lúcio for 30% of their damage and restore 0.5 Mana Level 4 Chase the Bass (Q) Removed Subwoofer (Q) Additional functionality: Close enemies are knocked back 75% further Quest: Hit 3 enemy Heroes with the same Soundwave Reward: Increase Soundwave arc by 50% and range by 20% New Talent – Supersonic (Trait) Push Off recharges 100% faster while you have the Wall Ride buff Level 7 Sonic Amplifier (W) Removed Reverse Amp (W) Moved from Level 10 New functionality: While Amp It Up is active, Healing Boost deals 50 damage a second and Speed Boost slows by 20% to enemies in the aura New Talent – Good Vibrations (Q) Every enemy hit with Soundwave grants Lúcio a 35-point Shield for 7 seconds; this value is tripled for enemy Heroes hit Level 10 New Heroic – High Five (R) Activate: Quickly skate towards target allied Hero, healing them for 250 and granting Unstoppable for 1 second (15 second cooldown per allied Hero) Level 13 Beat Mixing (W) Removed Can't Stop, Won't Stop (Trait) Removed Back in the Mix (Trait) Removed Hard Style (Trait) Removed Slip (Z) Moved from Level 1 New functionality: While Wall Ride is active you gain 20 Armor and if you pass through an enemy Hero, you gain 40% Movement Speed for 1 second New Talent – All Together (W) Each allied Hero in your Crossfade aura grants 5% base Movement Speed (this bonus stacks with other Movement Speed buffs) New Talent – Heavy Casters (Trait) Push Off no longer Slows but instead Stuns enemies for 0.5 seconds Level 16 Bring it Together (E) Removed Up the Frequency (E) No longer reduces Mana Cost Additional functionality: While Wall-Riding, increase your Basic Attack range by 40%; Basic Attacks lower the cooldown of Amp It Up by .45 seconds New Talent – Up to Eleven (E) Activate: Increase the duration of your active Amp It Up by 2 seconds (60 second cooldown) Level 20 Synaesthesia Auditiva (E) Removed Bonus Track (E) Removed Nonstop Remix (R) Removed New Heroic Mastery – Mixing Fire (R) You can now High Five enemy Heroes, damaging them for 225 and reducing all healing done to them by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second New Talent – House Party (W) All of your healing is increased by 10% for each allied Hero in your aura New Talent – Summer Anthem (W) Activate: Other allies in your Crossfade aura cannot be reduced below 1 Health for 1.5 seconds (75 second cooldown) Developer Comment: Lúcio’s rework is unlocking some new ways to help your allies and further harass your enemies! His old Trait, Wall Ride, is still completely functional but has been moved to his Mount (Z). The replacement Trait, Push Off, is a new utility Ability that gives Lúcio more mobility with a built-in way to peel enemies for his allies.
      That is just the beginning, though, as Lúcio has also gained a new Heroic Ability—High Five. This Ability allows him a small bit of burst healing to help compete with Sound Barrier while also granting an on-demand Unstoppable buff to allies that may have bitten off more than they can chew. If you were a big fan of Reverse Amp, no need to worry, it stays on his kit in the form of a talent and has similar functionality! In response to the added power, we are slowing him down a little so he is not quite as frustrating to lock down.
      Ranged Assassins
      Chromie

      Abilities
      Sand Blast (Q) Now hits all enemy types, though stops travel after one hit Deals 50% damage to Structures Baseline quest has been removed Casting a Sand Blast now spawns an Echo that replicates Chromie’s Sand Blasts and Basic Attacks, dealing 50% damage; Maximum of one Echo active at a time Damage reduced from 315 to 280 Cooldown increased from 2.5 to 3 seconds Cast time reduced from .8125 to .5 seconds Initial missile speed has been reduced, but acceleration has been added The time the missile takes to travel its full distance has been increased from .4375 to .625 seconds Dragon's Breath (W) Ground warning is no longer visible to enemy heroes Damage reduced from 390 to 195 Now fires a succession of 3 blasts with a 0.75 second delay towards a vector targeted direction Cooldown increased from 8 to 15 seconds Mana cost increased from 50 to 75 Time Trap (E) Once placed, now requires Chromie to re-activate the Trap with (D) to detonate and puts all units in the area in Time Stop Now affects allies as well as enemies Search area increased from 1.5 to 2 radius Mana cost increased from 25 to 30 Health increased from 300 to 500 Timewalker/Bronze Talons (Trait) The Bronze Talons Basic Attack component of her trait has been removed Talents
      Level 1 Deep Breathing (W) Stacks increased from 12 to 25 Bonus reduced from 5 to 2 per stack Bonus at maximum stacks reduced from 140 to 50 New Talent – Once Again the First Time (Q) Quest: Hit an enemy Hero with Sand Blast 40 times Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2 Mounting Sand (Q) Removed Level 2 Andorhal Anomaly (E) Moved from Level 18 No longer causes all three charges to refresh at once Additional functionality: Reduces the cooldown of Time Trap by 5 seconds All Time Traps are detonated at the same time New Talent – Chronic Conditions (E) After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds New Talent – Time Troubles (E) After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds Enveloping Assault (W) Removed Timely Surprise (E) Removed Level 5 Mobius Loop (W) Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit Mana return reduced from 100 to 40 per enemy Hero hit Bronze Talons (Q) Has been redesigned When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds New Talent – A Proper Greeting Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds Dragon's Eye (W) Removed Chrono Sickness (E) Removed Level 8 Slowing Sands (R1) Redesigned: Slow now increases the longer an enemy is in the affected area Now Slows by 5% every 0.25 seconds, up to a maximum of 70% Temporal Loop (R2) Range reduced from 11 to 8 Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds Level 11 Here and There (Active) Now has a range of 9 Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location New Talent – Gnome Speed Ahead! (Q) After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds Bye Bye! (B) Removed Level 18 New Talent – Unravelling (R1) Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30 Stuck in a Loop (R2) Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds New Talent – Blessing of the Bronze Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster Pocket of Time (R1) Removed Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
      We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.
      Lunara

      Talents
      Level 4 Blossom Swell (Q) Movement Speed bonus reduced from 15% to 12% This Movement Speed bonus now stacks with other Movement Speed bonuses Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
      Bug Fixes
      Fixed an issue where the healing nameplate UI would be hidden when the total equals 0. Fixed an issue where broadcasts would sometimes appear twice when sent Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!
    • By Stan
      Chromie and Lucio were revamped in the latest patch and here's a look at their updated abilities and talents.
      Chromie
      Trait
      Timewalker
      Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Detonate Time Trap Detonates active Time Traps. Basic Abilities
      Sand Blast [Q] (Mana: 20, Cooldown: 3 seconds)
      After 0.5 seconds, fire a missile that deals 280 damage to the first enemy hit. Deals 50% damage to Structures. Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 50% damage. Maximum of 1 Echo active at a time. Dragon's Breath [W] (Mana: 75, Cooldown: 15 seconds)
      Vector Targeting Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 195 damage each. Time Trap [E] (Mana: 30, Cooldown: 15 seconds)
      Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time. Heroic Abilities
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Talents
      Level 1
      Once Again the First Time [Q]
      Quest: Hit 40 Heroes with Sand Blast. Reward: Increase the maximum number of active Echoes to 2. Deep Breathing [W]
      Quest: Every time Dragon's Breath hits a Hero increase its damage by 2, up to 50. Reward: After hitting 25 Heroes, increase its damage by an additional 50 and also increase Chromie's vision radius by 100%. Timewalker's Pursuit [Active, Cooldown: 25 seconds]
      Quest: Gather 15 Regeneration Globes. Reward: After gathering 15 Globes, Chromie gains 5% Spell Power and her Mana Regeneration is increased by 1. Level 2
      Chronic Conditions [E]
      After its Time Stop ends, enemies affected by Time Trap are Slowed by 25% or 3 seconds and allies gain 25% Movement Speed for 3 seconds. Time Troubles [E]
      After its Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds. Andorhal Anomaly [E]
      Increases the charges and maximum active Time Traps to 3, and reduce its cooldown by 5 seconds. Level 5
      Bronze Talons [Q]
      Hitting a Hero with Sand Blast grants 30% additional Basic Attack damage for 5 seconds. Mobius Loop [W]
      Hitting a Hero with Dragon's Breath reduces its cooldown by 1.5 seconds and restores 40 Mana. A Proper Greeting [Passive]
      Damaging a Stunned, Rooted or Slowed enemy Hero grants 25% additional damage for 5 seconds. Level 8
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Level 11
      Gnome Speed Ahead! [Q]
      After casting Sand Blast, Chromie gains 20% Movement Speed and 200% inreased Health and Mana Regeneration for 3 seconds. Here and There [Active, Cooldown: 30 seconds]
      Activate to teleport to an area near an Echo, swapping it with Chromie's previous location. Time Out [Active]
      Activate to place Chromie in Stasis and gain Invulnerability for up to 5 seconds. Can be reactivated to end the effect early. Level 14
      Shifting Sands [Q]
      Hitting an enemy Hero with Sand Blast grants 8% Spell Power for 10 seconds, up to a maximum of 40%. The duration is refreshed whenever an enemy is damaged by the primary Sand Blast. Fast Forward [Q]
      If Sand Blast travels at least 70% of its base distance and hits a Hero, its cooldown is reduced to 0.75 seconds. Quantum Overdrive [Active, Cooldown: 30 seconds]
      Activate to increase Spell Power by 25% for 10 seconds. Level 18
      Unraveling [R1]
      Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2 up to 30. Stuck in a Loop [R2]
      Temporal Loop teleports the target a second time after the first, and Basic Abilities continue recharging for an additional 3 seconds Piercing Sands [Q]
      Sand Blast now pierces all enemies hit. Blessing of the Bronze [Passive]
      While Chromie is alive, her all allied Heroes gain 10% Movement Speed and their Basic Abilities recharge 30% faster. Lucio
      Trait
      Push Off [D]
      While moving alongside terrain, activate to slide towards a targeted location. Enemies hit take 100 damage and are Slowed by 75% for 1 second. Basic Abilities
      Soundwave [Q] (Mana: 30, Cooldown: 7 seconds)
      Deal 105 damage to enemies in an area and knock them back. Crossfade [W]
      Play one of two music tracks for Lucio and his allies. Crossfade - Healing Boost: Passively heal Lucio and nearby allied Heroes for 15 health per second. Crossfade - Speed Boost: Increase the Movement Speed of Lucio and nearby allied Heroes by 10%. Amp It Up [E] (Mana: 90, Cooldown: 13 seconds)
      Raise Lucios Crossfade track volume for 3 seconds, amping Healing Boost to 112 health per second and Speed Boost to 30% increased Movement Speed. Heroic Abilities
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Talents
      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
      Subwoofer [Q]
      Enemies within the first half of Soundwave's range are knocked back 75% further. Quest: Hit 3 enemy Heroes with a single Soundwave. Reward: Increase Soundwave's arc by 50% and its range by 20%. Off the Wall [Q]
      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.
    • By Stan
      The Heroes team recently talked about Loss Forgiveness, Storm League seeding, and solo queue in a series of blue posts on Reddit.
      Loss Forgiveness Clarifications
      Loss Forgiveness was discussed during the Ranked & Balance & Matchmaking AMA of March 6. The new feature is there to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potentional loss. We learned that it has undergone significant development and the team still plans to implement it to the game. Yesterday, however, the Heroes team informed us that there are still some edge cases that impact the release of Loss Forgiveness. The tricky portion of the feature is to truly determine, whether a player has connection issues or is disconnecting on purpose.
      Blizzard (Source)
      Do you plan to implement a loss forgiveness mechanic for being matched with AFK/Disconnected players in ranked?
      Hello Midnight7_7:) Firstly I'd like to let you know that the The Loss Forgiveness feature has undergone significant development, and is something we still plan on delivering. However, there are quite a few edge cases that we need to consider when developing this feature in order to make sure it provides the best experience for you, the player.  Let's break this question down into a few scenarios: 
      A game completes while a player is disconnected: A leaver penalty is already applied to the account and the user is no longer able to participate in ranked matches until they have played the required amount non ranked matches. This scenario is already handled. 
      A player is disconnected for a significant portion of the match: This is the Loss Forgiveness feature that we would like to polish.
      Update Posted on March 18th
      Hey folks,
      I'd like to bring some clarity to the second point that was intentionally left vague as we are working around some of the edge cases that impact the release of this feature.
      The Loss Forgiveness feature is designed to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potential loss. Ideas that that we've considered and are still polishing up are:
      The amount of time a player needs to be absent for before they significantly lessen the chance for their team to win. If the team who experienced the absent player wins - still award the win. If the team who experienced the absent player loses - forgive the loss. If the offending player has a frequent history of being absent for significant portions of a match, apply a stricter penalty that impacts their rank. The duration of time the player will be flagged as a frequent deserter will be for the remainder of the season. The tricky situation around the polish of Loss Forgiveness is determining if a player truly disconnected or is experiencing (potentially widespread) connectivity issues outside of their control. In the event the player is experiencing connectivity issues, we feel it may be unfair to apply a stricter penalty that impacts their rank. On the other hand, for players who are intentionally frequently absent from a game, the stricter penalty needs to be applied otherwise the system can be exploited.
      I hope this brings some additional clarity around some of the misunderstandings.
      Using Team League MMR to Seed Storm League & Single Queue
      Hero and Team League will be merged into Storm League, a single Ranked queue, in the latest content patch that arrives on live servers next week. The starting MMR in Storm League will be taken from a player's last highest MMR from Hero or Team League, whichever is higher. One reason why the Heroes team is okay with that, despite the unbalanced Team League, is because they plan to cap everyone at Diamond 5, so boosted players will have to fight their way up the ranks.
      They're also internally considering the return of Solo Queue (being matched with other solo players), but it won't ship with the new Season.
      Blizzard (Source)
      Blizzard, it is no secret that TL is a highly unbalanced mess where ranks are made up and points don't matter. I assume you don't want to completely ostracize players that exclusively play TL, but I would highly recommend you ignore TL entirely when it comes to seeding Storm League. If you do not I fear the clown fiesta that Ranked is now will only be enhanced and your new mode will be DOA.
      Good afternoon Reddit friends,
      We have been hearing this feedback loud and clear, and have talked about it internally a lot. We understand your feelings about this and are working very hard to make sure that Storm League is fun, competitive, and inviting to all players interested in it.
      The major reason we are okay with taking the highest between both current Leagues is because we plan to 'clamp' the high-end of the player base. The exact clamp position is still subject to change, but we are currently targeting an MMR equivalent of Diamond 5. This means that even players that were previously 'boosted' in TL games, will have to fight their way back into higher rankings. 'Boosted' players that don't actually deserve their current MMR should fall to where they belong over time, and with the incoming decay changes, will not be able to place high and then just quit.
      We are still very hard at work on a lot of this stuff, so please continue to give your feedback and discuss all of the stuff you are looking forward to, as well as the things you would like to see changed!
      Have a wonderful PTR day!
      Thank you for the reply. Could you tell us if there will be a solo queue only possibilty? Like to only queue vs other solo players?
      We have talked about this internally and think it's a great idea. We also bounced-around the idea of each player having two visible MMR's as well (solo and group).
      The chance of it shipping with the first season is very small though, as we still have a huge amount of work to finish the current scope.
      So correct me if I'm wrong. What you're saying is that the highest rank anyone will be able to achieve when Storm league goes live is (for now)D5? Is it for TL MMR only or both?
      For both - but again, that is still subject to change as we continue fleshing out the full feature.