Jump to content
FORUMS
Oxygen

Mephisto Meta Tier List (September 2018)

Recommended Posts

fygETiM.jpg

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

  • Like 1
  • Confused 1

Share this post


Link to post
Share on other sites

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...

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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
  • Like 1

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

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.

  • Haha 1

Share this post


Link to post
Share on other sites
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
  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

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
  • Like 1

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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.

 

  • Like 1
  • Haha 5

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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.  

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Here's a recap of the latest Reddit AMA with Heroes devs about the Movement Speed changes. We also got hints of a potential D.Va rework, and more! Check out our recap for details!
      AMA Highlights
      Tab-screen statistics will soon see improvements. The entire team would like to increase the amount of information and stats shown to players. Whitemane will undergo "pretty significant changes" soon. D.Va will be reworked soon. Her Mech Mode will only suffer a Movement Speed reduction while Basic Attacking or channeling an ability, not at all times. Defense Matrix can be retargeted with a short cooldown while it's active. Big Shot is now baseline in Pilot mode. The team has been internally playing with the Movement Speed increase for a while now and whenever they switched back to the live version of the game, it felt slow. Gall has always been intended to be super simple and approachable by pretty much anyone. Chen's rework is still fairly fresh and they want to wait a bit before making further adjustments. Tassadar is supposed to be slow. Giving him longer cast times and periods of immobility complements his High Templar fantasy. With the next Season roll, they might increase the account level, needed in order to play Storm League. Blackthorne's coming to the Nexus, but they don't know when. They want to implement Performance-based matchmaking in the future. The Movement Speed change will make a lot of skillshots harder to hit. They  currently like where Kharazim is sitting, especially for being a bit of a hybrid style Hero. Heroes devs are currently testing some changes to ARAM, but they're somewhat conservative to make substantial changes to ARAM, because everyone has a different expectation of what ARAM should be. They don't want to add a shield to Cores in ARAM, because it may be difficult to stomp the opponent, unless you're team's leading. Samuro's clones will have a shorter duration, but they will last longer so long as Samuro hits an enemy. They're fine with Abathur being the only Hero to have access to repairing Structures (Calldown: MULE). Blizzard (Source)
      Can we make XP much more visible?
      The fact that the majority of the player-base doesn’t understand how the game’s most important mechanic works is a problem. If XP on minions was as obvious as gold drop was in LOL, then maybe people would start to appreciate that XP is the most important currency in this game (only currency btw). Like LARGE BOLD BRIGHT FONT.
      If you are worried about crowding the screen, maybe if you kill multiple minions instead of seeing + 6XP 7x times. XP can be summative. For example: +6XP turns into +12XP turns into +18XP, etc.
      The best games are those in which you learn the game by playing. If we can figure out a way to make important game mechanics more obvious via gameplay it will benefit everyone.
      Funny you should mention this, as we are currently testing some very cool changes internally that will greatly help people realize the importance of XP collection. We are not quite ready to announce exactly what they are, but we are extremely passionate about helping educate the player base as much as possible!
      Could we see more stats see in the target info panel? I'd personally love to see the XP given for killing the target unit.
      I think the entire design team would like to increase the amount of information and stats we are showing players. Finding the best way to do that without causing too much clutter (or analysis paralysis) can get a little bit challenging. We do have some changes coming to the tab-screen statistics soon and look forward to hearing your feedback!
      About Whitemane,
      She's very insteresting to play, but she needs more versatility in her talents. Clemency at lvl1 is a must have every game cause you need it to manage your mana (clemency has 0 mana cost and can generate mana with lvl4). Do you consider to give her as a baseline ? You already did this for stitches' ally hook and I'd really apreciate this for whitemane.
      Another point, she needs more balance between her ultimate abilities 100 sec cd on divine reckoning is too long I feel for something which has nearly the same impact than Scarlet Aegis (which gives armor and free zeals)
      I love playing Whitemane and agree with your assessments here! We have been testing some pretty significant changes to her internally, and they should be hitting the Nexus very soon!
      PS - Clemency on her base kit is a great idea! ?
      Have you thought about changing Ana's Vampiric Rounds at level 1? Maybe it would be better to count the seconds you maintain 5 doses on someone. Right now you have to let the stacks drop to get them to 5 again for the bonus.
      This is a good suggestion - there is definitely some awkwardness having to wait for the stacks to fall off in order to reapply and continue stacking. We will look into it!
      Quality of life: Can you make switching between vikings faster and allow switching the order?
      Just off the top of my head, I think there are technical reasons why this has to be this way, but I think it's something worth looking in to. We've made a number of engine improvements since the original design was implemented, so it's possible that we can tighten things up a bit. No promises though!
      Any planned changes for DVA? She feels weird and very clunky to play, especially after this patch. Would settle for missiles...
      Yes! We're currently iterating on a D.Va rework that I'm personally very excited about. We can't spoil too much, but we would like to call out that we've heard a lot of feedback about D.Va's nebulous identity. In the rework's current state, I would say she can opt into a solo-laner bruiser build, a team-support front-liner build and a pretty ridiculous self-destruct/pilot build, with lots of interactions between these options. In addition to the typical talent shuffles/improvements, there's a host of QOL changes across many parts of her kit including, but not limited to:
      D.Va's Mech Mode mode only suffering a movement speed reduction while Basic Attacking or channeling an ability, rather than at all times.
      Defense Matrix can be re-targeted (with a short cooldown) while it is active.
      Big Shot (Heroic 2) is now baseline in Pilot mode with re-adjusted stats to compensate. Yes this means there's a new heroic! You'll never guess what it is! It's Micro Missiles.
      Is D.Va's Rush-down talent going to survive the rework? It is my favorite talent in the game and it more than makes up for whatever clunkiness is present in her kit. It transforms D.Va from one of least mobile heroes in the game to one of the most mobile, at least when it comes to map rotations. I love how fast she can travel around the map, and using it multiple times per fight (by toggling it on and off between taking damage) for quick bursts of speed is a ton of fun.
      The live functionality doesn't exist (shame cause it can be really fun), but similar CDR bonuses can be found elsewhere from two talents. The rework offers much more potential power for Q than she currently has so having a super short CD would be fairly game-breaking.
      While I'm not against the new movement speed change, I felt that the reasoning for it was brief and vague, given such a huge change. Could you tell us more to why you came to the conclusion that this was a needed change and if there's further plans to balance hero's (skillshots and mobility) around it?
      Ever since we pulled the camera out, the game has felt a little bit slower. We had actually begun testing it right after making that change and have been playing with it internally ever since.
      All of our design and balance playtests were being played at this speed and every time we would swap back to live, the game just felt a bit...well, slow. Since we were actively balancing Heroes and Reworks with the new speed, we needed to make a call to either slow back down the testing branch or bring the speed increase to live. The team felt like the increased speed made the game more fun overall, so we pulled the trigger and shipped it.
      All this said, we are also very aware that there will be some balance fallout from it. We are keeping a close eye on any significant changes in all the Heroes performances, and will definitely make changes as needed!
      To clarify my initial statement - the Movement Speed increase has been turned on and off in our Development Branches since we moved the Camera out (hence why I said when we would swap back to live's speed). We are constantly simultaneously testing many different things, and just like any of them it was done in cycles. My comment was meant to show the community that we have had a lot of testing with the change over the past 18 months and were extremely confident in shipping it, not that we were balancing and/or designing the game around it. Large system changes like this require a lot of time and data analysis by the team in order to instill confidence. My apologies for any confusion my original comment may have caused - have a great day!
      A recent post here revealed that some heroes' specific speed modificators tied to their unique mounts or movement particularities, were not adjusted to the global 10% increase resulting them in relatively losing speed compared to other heroes. Among them, Lucio's wallride bonus, Lunara hopping mechanism, or Erik's base speed. Only D.Va who would have gained speed because of the malus not being adjusted, has been tweaked accordingly.
      So it raises this question :
      Were these heroes nerfed/ignored on purpose, to avoid extreme speeds, hence why only D.Va got adjusted because it would have the adverse result on her ? And then why was it not mentionned in the patch note ?
      Or on the contrary, are these unfortunate overlooks, and so when can we expect a fix ?
      These Heroes all have unique Movement Speed Modifiers tied to their abilities, we are aware that a few of these Heroes were missed in the recent updates and have plans to update their speeds as well.
      Is (was?) there any discussion about the lvl 20 talents of Zagara ? She only has her ultimates upgrades and one generic talent (Fury of the Storm)
      I like the way you think!
      I’ve had an idea that I really want to get in. The talent’s called Broodlust, and it’s an activated button that, when pressed, calls down 2-3 Bile Drops around Zagara and then she and the Roaches get an Attack Speed/Movement Speed buff.
      If I (or you all…?) can convince Brett to let me make this happen, I can promise it’ll at least make it to the testing phase. ?
      How happy are you with the state of Auriel?
      Have you considered the oft-suggested change to allow her to spawn with full Hope after death/start of game? Are you considering any changes to Resurrect (e.g. moving ghost, or Auriel self-cast while dead)?
      I love Auriel's design and find her healing mechanic to be super interesting and engaging. That said, it has been a long while since we dove into her kit and she is definitely due for some love. Maybe I can get some time to do that in the next couple of weeks ?
      Thanks for your suggestions!
      Why does Gall have combat abilities that are simpler than other heroes, on top of not needing to think about walking or attacking?
      (I count Gall's ability difficulty like this: no mana/energy cost on any, Q is super-easy to aim, W is so hard to aim that you may as well click and pray, E has Cho do the hard part, and D has Cho do half of it)
      Gall’s design has always been intended to be super simple and approachable by pretty much anyone. We wanted the bulk of Cho’gall’s difficulty to come from the cool interactions that both players have with each other, and not from high mechanical skill. Since he requires 2 people to play, which is already a high barrier to entry, having both players required to be highly skilled would really push people away from playing as the hero.
      Essentially, we want Gall to be a hero that you can play as someone who has never played Heroes of the Storm before and still have a good time.
      Many people have suggested changing Chen's Brewmaster's Balance so that you can get the regen bonus at 40 Brew or more and the movespeed bonus at 60 Brew or less, rather than requiring you to be at exactly 50 to get both. If you take Deadly Strike at 4, there is no easy way to fully take advantage of the talent. Are there any plans to enact this change? If not, are there any other solutions to the talent's newfound awkwardness that you're willing to consider?
      We’ve considered some changes, but we’re going to sit on it for awhile longer before deciding on whether or not to pull the trigger on anything. Chen’s rework is still fairly fresh, and we would like to wait for a while to see how the talent’s pick and win rate settle over time as people get used to his new playstyle. Brewmaster's Balance has always been an incredibly strong talent, and even post-rework it’s still sitting as the highest win-rate talent on the tier, despite many initial claims that it’s “dead” now that it’s harder for Chen to be at 50 Brew.
      It also isn’t impossible or even that hard to get to the magical 50 Brew state, it just requires that Chen to also use his Flying Kick instead of only Keg Smash and Breath of Fire, which is what he does in most engages on enemies anyways. While we understand that it’s a change for players and makes it harder to get to exactly 50 Brew (for one he needs a nearby target for Flying Kick to reach the threshold), the talent was never intended to exist in such a way that its expected output was only around Chen being at exactly 50 Brew. If it was, then he would not gain any benefit when above or below that threshold. While some players greatly desire that it be super easy and simple to get both sides of the benefits, it’s not intended for Chen to always be at that threshold, and we think it’s a good thing if it’s a little harder to get there.
      Medivh's Dust of Disappearance was changed in the most recent balance patch to feature an increase duration - from 20 seconds to 40 seconds. This is a nice buff and all, but most other "active" Cloaks all have an additional feature that Medivh's Dust of Disappearance doesn't - for the first half-second or so of the Cloak, they also grant Unrevealable, which makes them actually super impactful during fights - like it's amazing on Brightwing's Invisible Friends, as it means they don't have a shimmer, so it's got incredible teamfight capability, and they also aren't uncloaked if they take damage during this time, making it even stronger.
      Also, Tyrande's Shadowstalk doesn't have this unrevealable either, but I think it'd be way too strong as something you can apply to an entire team with it, but that's not the case for Dust of Disappearance, which can only target one hero at once, and only stores two charges, which is more comparable to Brightwing's Invisible Friends.
      Good point, I'll make a note to investigate Dust of Disappearance and see if we want to make this happen.
      With the assassin Tassadar rework coming, what is happening with his autoattacks?
      Is he still using the stationary beam or are we going back to classic stutter stepping Tassadar? Why or why not?
      The current plan is that Tassadar keeps the channeled beam auto-attack, but it has a host of changes from its live version.
      I've mentioned a few times my desire to better capture the High Templar fantasy with this rework and speed is definitely a big 'texture' hit. High Templar in the Starcraft universe are slow and plodding and I think it's important for that to be reflected in Tass' kit. Giving him a passively reduced move speed would be disastrous, but building appropriate cast times and periods of immobility into the kit (and then riffing off those 'downsides' with talents!) gives him both a solid fantasy hit as well as the opportunity for a more unique play-style.
      It might sound all negative right now, but it will make much more sense in the greater context of his reworked kit. I think right now, his auto-attack talents work as their own cohesive build or as compliments to other builds.
      Smurf accounts continue to hurt the competitiveness and fairness of SL. Is there anything in the works to help curb this ongoing issue? I have mentioned a few possible fixes to consider in the past. Possibly looking at increasing the hero level requirement to play SL or greatly increase the MMR and rank points gained with the win rate is above a set threshold for a given rank (IE 65 or 70% win rate)
      This has always been a concern for us and we are always looking to find ways to make Storm League as competitive and fair as possible. However, we have to be careful because if we get too heavy-handed, it could hurt the experience for legitimate players.
      We have talked about increasing the account level needed in order to play Storm League and may do it with the next Season Roll. As for increasing MMR quicker for higher win-rates, we actually already do this in the form of Streak Bonuses - players just can't see that right now because MMR and Rank Points are not connected. Next season, this will no longer be the case ?
      Is it possible to add Kyle "The Blackthorne" Vlaros to the nexus finally?
      We have previously discussed Blackthorne coming into the Nexus and many on the team want to see him get in the game... Anything is possible in the Nexus?!
      I feel like Valla buffs made her go to the right direction, but imho Caltrops talent still cause incredible mana hunger, any plans on lower Vault cost?
      You make a good point. I made a note to myself to check it out and i'll see what I can do.
      Any plans for mastery rewards for levels over 100? I'm nearing 200 on Kel'thuzad and am interested to see what you guys are going to add.
      We have been thinking about a few different options around what we can add into the game to allow players to display their mastery of a Hero in a cool way. This is something that is near and dear to our hearts as we have more than a few members on the team that are nearing Hero level ranges of 200-300. That said, we currently are exploring a few avenues of what this might be. Keep an eye out in the future ?!
      There seems to be a myth that performance based matchmaking was a "trainwreck" and "didn't work" so you guys "got rid of it". That myth is being perpetuated in this very thread.
      As someone who was there when it was released, I know for a fact that you guys turned it off because of a separate, unrelated issue with ranked, and stated that you'd bring it back.
      Since then, we've had numerous threads asking when it will come back, and zero word from you.
      Now that ranked queues are long and the community is dwindling, the quality of ranked games has dropped substantially. The matchmaking is so bad that it easily takes twice as many games to reach "the rank you should have been in the first place" (not to mention 5x the time). Now would be the perfect time to reintroduce performance based matchmaking so that players who are still interested in ranked, don't have to worry about the awful quality of current matchmaking every time the queue for a game.
      Do you have any plans to reintroduce it? And if not, why not? I'm tired of being told that "it's impossible to take my personal performance into account in any way, on any metric, even a tiny bit" for my personal rank.
      We are still very much looking to re-explore the performance based matchmaking and would love to be able to reintroduce it. I can't tell you when, as it has to be prioritized by the team first, but I do want to let you know it is up there and we haven't forgotten about it!
      Few months ago, you made the good call with removal the additionnal armor. To help the loss, you buffed the talents / abilities for somes heroes. But now, i think you forgot some talents / abilities.
      Again, it's just few examples like lvl 13 on Zarya with 20% armor. Brightwing with the E. Uther with the 7. Greymane with worgen's form. Valla with the 13. Cho'Gall with Cho's armor. Deckard's armor etc. Non exhaustive list but i think you have the point.
      We did a pass on everything that gives Armor in the game when we modified how Armor stacking worked, and individually made decisions on how to compensate each effect. Simply buffing the Armor values of every individual effect now that they can’t stack to “compensate” them would create a host of other balance issues, as not all Armor values were designed or balanced completely around the idea that they would be stacked in every scenario. For example, increasing Greymane’s Worgen Form Armor would be a significant buff to him in all games, whereas that specific case wasn’t causing the Armor stacking issues that we were trying to solve with our change.
      Going forward, we can and likely will over time buff or even nerf the cases you mentioned or others that we missed as general Hero balance updates.
      The Movement Speed changes will change how a lot of interactions work. Will you change these interactions to be how they were before?
      Firstly, the Movement Speed change was in fact intended to change the game and how many interactions work. This means that yes, many skillshots will be somewhat harder to hit (though you also can move into position quicker to hit them so it’s a little more complicated then that), and yes, some abilities will be relatively easier to dodge. This also means that rotations will be impacted and some maps will play differently. We intended for the Movement Speed changes to, well, change how the game played. If we compensated everything in the game to be how it was before, then it wouldn’t be much of a change. 
      We played with this change for a long time internally and felt like it didn’t have as much of an impact as the initial perception has been from players when we released the change. While we get that the sticker shock of the game moving 10% faster is significant, we believe that the change isn’t going to warp the game in a huge way that we can’t tune around. While we understand that there may be some fallout, we didn’t feel the need to pre-emptively change how 50+ Abilities and interactions work in anticipation of the changes coming, as it’s much riskier to do that than to see how the changes play out and react to the outliers.
      We were aware that there may be fallout with some heroes and abilities, such as Artanis’s Purifier Beam, Kel’Thuzad’s and Li-Ming’s Skillshots, and AoE abilities like Blizzard and Flamestrike, however we want to see if there are significant changes in the performance of these and other interactions before making adjustments. Going forward, we are keeping an eye on the performance of these and other heroes, and speeding up the speed of their abilities will be an arrow in our Balance quiver going forward.
      First and most importantly, Any plans to please add Kyle Vlaros the Blackthorne this year to mark this 25th Anniversary game release? (or any year soon really) You've teased him since 2013 and while the younger players could care less about him, us older players would really love to see more than just TLV from the old days.
      The second would be, with the new speed increase, is it possible to redo some of Valeera's kit or improve her stealth to a place closer to where it used to be pre stealth nerf? If you play against AI, they act like they can't see her in stealth, but since the stealth nerf she is so obviously there now to real players, that the point of her stealth becomes pointless. Perhaps an improved stealth ability to make her a little more transparent?
      Third, Would you Consider moving Kharazim's [[Echo of Heaven]] ability from 16 to say 13? I am noticing when Kharazim goes with [[insight]] at 1 he can only really become a late game healer after 16 giving other healers a big advantage over their output performance. Typically he is only played in certain niches.
      Is there any chance of adding more than just the 3 loadout customizations? I'd be happy with 4 or 5 total.
      Finally, Can we get any new skins or color variants for Ragnaros?
      We have talked a lot about potentially bringing Kyle to the Nexus and a lot of the team is excited about the opportunity to get more classic style Heroes into the game.
      It is completely possible for us to redo some of Valeera's kit. I think we have a lot of room to improve her (and all of our Stealth Assassins) but I don't think we need to blow up her current design to do so.
      We currently like where Kharazim is sitting, especially for being a bit of a hybrid style Hero. I will bring it up with Adam, but normally when we shift talents like you suggest, it opens up a bit of a rabbit's hole that we end up going down.
      We have discussed adding more load-out slots but it is not a high priority right now.
      I know that Art has been looking into a new skin for Ragnaros, but there are some challenges when it comes to performance. They would know a lot more and this is a great question to bring up in the next Art AMA!
      You have been and still are removing or editing neutral talents like Cleanse, MULE, bolt etc. Can you further explain your problems with these talents? And also why for instance, you edit bolt for each character and have it stay in the game that way but sprint is no longer in the game and MULE is only on Abathur? Thanks in advance, it is very much appreciated that you take feedback like this.
      Our philosophy is that if we should try to incorporate generic talents to fit a hero's kit and fantasy so that those talents feel more unique and exciting. I think Diablo's Hellgate is a perfect example.
      Sprint no longer exists because it was OP on the heroes who had them, like Jaina and Kerrigan. We now provide movement speed via other talents, where appropriate.
      I recently played a lot of ARAM with friends and I have some suggestions about it :
      - It would be really nice and more fair if the core in ARAM had a shield like in classic games. Backdoor is very frustrating and unteresting for both team I think.
      - Healers are very important I think to have interesting ARAM matches. What do you think about a minimum of healers proposed in the 15 heroes selection ? (2 or 3 for instance). I had some ARAMs where no player is proposed a healer, and it was boring I feel when this happens.
      - It would be good to remove Vikings to this game mode, because they are not equipped for this.
      I will say that we're currently exploring some minor changes to ARAM mode to help soften some of the rougher edges of the format. One problem with ARAM (from a design perspective at least) is that everyone has a different expectation of what ARAM should be. Some people like the sheer chaos of 5 assassin bloodbaths, some prefer the more traditional tank/healer/3 fill teams. Neither of these opinions is 'wrong', they're just different!
      The lack of shields on the core was done intentionally because of the format's reduced hero death timers. With a shield and short timers, it becomes very difficult to end a game unless you're absolutely stomping the opponent. Without it, you can at least make incremental progress. Back-dooring can certainly be obnoxious, but it's usually counter-able with vigilance and strategic game-play.
      It's very likely that we will prevent the Vikings from showing up in this format. Additionally, we'd like to re-introduce some of the characters we've restricted (like Chromie, Azmodan, etc), perhaps with some pick weighting to prevent them from appearing in a majority of games. We're not 100% sure yet but we're working on it!
      The recent balance patch changed 5 talents on Orphea, and 4 of those changes were to replace one number in the talent with a slightly-better number. Why such a simple approach?
      Does it really help a talent to upgrade a very short cooldown to an even shorter cooldown, when the spell is limited by casting animation?
      There are a lot of tools that we have to change the balance of a Hero or talent, and two people will rarely agree on what the perfect change is. Each tool has advantages and disadvantages which may not be super apparent to everyone. As a super simple example, one tool we have to fix a talent that’s not being picked is to redesign the talent, however one side-effect is that it usually results in alienating the small percentage of players who really like that talent.
      In Orphea’s case, I wanted to try number tuning some of her talents before doing a bunch of functionality changes. I agree that she has a relatively unique limitation in her casting animations, but even so her cooldowns being reduced still has significant value (as an example think if her Q didn’t have any cooldown reduction at all in any way. The ability would feel much different than it does now).
      If the number tuning doesn’t work, then we can go into more functionality changes.
      I suppose the crux of what I’m getting at is that there is a lot of thought that gets put into these things, but that doesn’t mean that they will always work out. Even so, I would rather try something and it not work out perfectly than be too afraid to make changes or only make the changes that we are 1000% confident in (spoiler alert, that almost never happens). The beauty of working on a Live game like this is that we can always go back and iterate more if things don’t go exactly as we hoped they would.
      Are there any plans to continue balancing Samuro in balance patches?
      Even though last AMA we finally learned (and sadly so) that Samuro is neither getting Illusion Master baseline nor a talent rework in the near future, the hero still has some balance problems that I'm hoping will be addressed within coming balance patches
      I'll take the chance to talk about some different talent issues and how they can be fixed to open up more talent choices and as a result more play styles
      Way of the Wind is an awesome talent, but the issue it has that makes it almost unpickable in current Meta is that without a damage talent at level 1, Samuro deals almost no actual damage, which severely impacts the talents usability while it leaves a bittersweet taste of "I can finally chase this tracer around (kinda) but I don't have enough damage to kill her". The only fix I can think for this is to buff Samuro's baseline damage and adjust the other level 1 talents, this would also be a buff to Crushing Blows, which right now suffers from being out damaged by other level 7 options
      Like I said above, Crushing Blows and also Kawarimi suffer from being mathematically inferior or too clunky to use, respectively, I made a post about them and how to fix here.
      Finally, Samuro's level 20 tier suffers from zero choice, absolutely nothing ever competes with Three Blade Style, and it's not because it's "too good", because it isn't, it's more of an issue that the other choices are pretty bad, like really bad in comparison. heck the only talent in the tier that has the power level of what a level 20 talent should have, is TBS. A buff is needed here, plain and simple.
      Here is some more discussion on possible ways to help balance Samuro more, for any who care to read
      We have some changes to Samuro that we’re testing internally. Without going into too much detail since we’re still iterating, we are currently testing a change where Samuro’s clones have a much shorter duration, but it’s increased whenever he or they attack an enemy Hero. This greatly limits his split-pushing potential, and enables us to give him some cool, new stuff when team fighting.
      We don’t like the popular idea of giving his Clones a leash range or Samuro a teleport range. It results in a lot of user frustration where players can’t do things that they want to do, or Clones don’t behave in the way that the user expects them to (ex. With a teleport range Samuro suddenly can’t teleport to certain clones that are off-screen, which is fatal when he’s in a bind).
      Also, as a no-context teaser to wet your appetite, currently in our playtests Bladestorm’s cooldown is 20 seconds ?
      Voicelines for missing enemies and "attack here" have been gone since at least the Anduin patch. Any plan to bring them back?
      I just had a conversation with someone about this last week. It's something we are looking into.
      What's up with Galls's Mastery Taunt, or lack thereof?
      The design team is definitely aware of it and will have a chat about allowing you to show off your mastery with the brains of the two-headed ogre ?
      Do you prefer changing Dva to make her become a Bruiser and Solo Laner or change her to Support and Flex?
      In the upcoming rework she will still be classified under the 'Bruiser' category, but her talents should allow her to fill a more traditional solo-lane role or a team-support role.
      Personally, I love playing her as a 2nd front-line in a support role. She's got a lot of new tools to shutdown picks or engages, which can really swing the momentum of games. We've had quite a few internal games where D.Va has paired up with squishy melee assassins and functioned as an almost-tank, with very good results.
      Does new Dva still have situations where it is simply better to be a pilot than a mech? For example, in the current version if you're trying to stop a boss from getting your keep, the pilot is over twice as good.
      D.Va's pilot mode still generally offers higher single-target DPS than her Mech mode.
      Is there any chance for other heroes to get the ability to repair structures? Can Abathur lose his MULE? Or do you think things are okay as they are?
      We've discussed this internally and we are happy with MULE being only available to Abathur. Like you said, it fits his playstyle and it's a great reason to pick Abathur over another Hero. Historically, MULEs have caused pacing issues because they can stall lanes and inflate game times. That being said, though, anything can happen in the Nexus!
      Which heroes would you give MULE to?
      What are your plans for Tyrande's talent tree? Elune's Chosen is a must pick, Lunar Blaze is a must pick, Celestial Attunement is a must pick.
      Adam had responded to a thread the other day, but he plans on making some changes to help address a lot of your concerns here - Elune's Chosen and Celestial Attunement are specifically on his radar!
      I know there is bad luck protection for getting legendaries in loot boxes, but if I get a duplicate legendary and I choose to reroll it, is my bad luck protection reset or because I rerolled it is still in play? Thanks.
      If you get a Legendary (or any rarity outside of common) and you elect to reroll the loot box, there is no guarantee that you will receive that same level rarity in that new loot box that you rerolled for. So, if you were to get a Legendary in a loot box and choose to reroll the loot box, that next loot box could have all commons in it. Hopefully this answers your question sufficiently ?!
    • By Stan
      This week's brawl is Industrial District, a single-lane Overwatch-themed battleground with standard play and shuffle pick. The main goal is to destroy the enemy Core. Play 3 games to earn a Mecha Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      The Heroes team is hosting an AMA on tomorrow related to the recent Hero Movement Speed changes that went live in the latest patch and Hero balance.
      Feel free to submit your questions here. The devs will start answering them starting at 10:00 a.m. PDT (7:00 p.m. CEST). We'll be back with a recap shortly after the AMA is over.
      Blizzard (Source)
      Greetings, Heroes!
      We’re going to host a Hero Balance & Hero Movement Speed Change AMA right here on /r/heroesofthestorm on Thursday, July 18, 2019! The Heroes devs will join the thread and answer your questions starting around 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
      We have the following developers on hand answering questions:
      Alex Neyman (/u/BlizzNeyman) Sergey Morozov (/u/Blizz_SMorozov) Adam Z. Jackson (/u/BlizzAZJackson) Kevin Gu (/u/BlizzKGu) David P Warner (u/Blizz_DWarner) Steven Jaquith (/u/Blizz_Steve) Brett Crawford (/u/Daybringer) Shane Miller (/u/Blizz_Shane) Kyle Dates – (/u/BlizzKyle) When posting multiple AMA questions: Please make an effort to post one question per comment. This will make it easier for others to read through the thread, and will help the devs focus on one question at a time. However, please feel free comment as many times as you'd like in order to get your questions posted.
      You can start posting your questions right now, and we'll see you on Thursday!
    • By Stan
      Heroic Deals for this week include Chromie, Lucio, Stitches, and two Mecha skins.
      Click here to check out this week's Free-to-Play Hero rotation!
      Hero Sales
      Heroes Old Price New Price Chromie 750 Gems 375 Gems Lucio 750 Gems 375 Gems Stitches 625 Gems 312 Gems Skins
      Dark Mecha Rehgar -- 900 Gems // 1,800 Shards Dark Mecha Tyrael -- 1,125 Gems // 2,400 Shards
      Mounts
      Fel Razorgrin and Great Razorgrin mounts can be purchased for 10K Gold. The Seraph Wing Bundle can be purchased for 1,260 Gems.
    • By Stan
      Free Hero rotation has been updated for the week of July 16 and includes Alarak, Zarya, Abathur, and more.
      Free-to-Play Hero Rotation: July 16, 2019
      Malfurion Valla Gazlowe Johanna Thrall Dehaka Greymane Xul Lucio Falstad Alarak (Slot unlocked at Player Level 5) Zarya (Slot unlocked at Player Level 10) Tyrande (Slot unlocked at Player Level 15) Abathur (Slot unlocked at Player Level 20) (Source)
×
×
  • Create New...