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How the Upcoming 2019 HotS Updates Will Change the Game

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With the announced changes hitting Heroes of the Storm in 2019, we've put together a summary of what you can expect to happen to your gameplay, as well as how each change will affect the style of matches that are being played.

The changes, in short, are as follows:

  • Removed all Experience earned from destroying a Fort or Keep
  • Decreased Experience earned from destroying Towers by 50%
  • Passive Experience gain increased by 15%
  • Increased Experience gained by defeating defending Mercenaries by 100%
    • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience

Note: you can see the full details of the changes here.

It will become much more important to push with Minions and Mercenaries, even though experience will be removed from Forts and Keeps. The passive experience increase should make up for the removal of Fort and Keep XP, keeping the game's average pace relatively intact.

The Mercenary camp changes are a bit more interesting; defeating any camps captured by the enemy team will, once again, grant experience. Capturing Mercs and allowing them to push alone will not result in an experience gain anymore. The Mercenaries and the Minions they push forward will actually feed experience to the enemy. This will shift the meta away from the current capture-and-forget mentality, and encourage teams to push with their Mercenaries instead.

Destroying Forts will now spawn Catapults in every third Minion wave. Not only will destroying Forts no longer give experience to your team, it will actually push experience toward the enemy team. Catapults in every third wave will result in very slow pushes toward the enemy. Because of this, soaking will be harder for a team that has Catapults.  A team defending passive Catapults will recieve large globs of Minions,  composed of two or more waves that accumulate as the Catapults push forward. A team that is ahead will need to maintain an aggressive stance in order to stay ahead. When a team runs out of Health or Mana resources while pushing,  the defending team will be more likely to recover some (or all) of the experience loss.

These changes basically boil down to two important ideas. Defending Structures will now grant much more experience than before, and winning teams will need to stay on the offensive in order to maintain their XP lead. 

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Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

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I am willing to give it a try before complaining (too much), but I gotta say those exp changes sound bad, specially for us on lower ranked peasant lands, where getting your teammates to soak is the hardest part of the game.

On the flip side, maybe TLV will become popular and the team might finally rework them (I am still hopeful after the TLV spray Twitch drop).

Edited by lChronosl

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7 hours ago, XeaKon said:

Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

 

8 hours ago, Straften said:

Destroying Forts will now spawn Catapults in every third Minion wave. Not only will destroying Forts no longer give experience to your team, it will actually push experience toward the enemy team. Catapults in every third wave will result in very slow pushes toward the enemy. Because of this, soaking will be harder for a team that has Catapults.  A team defending passive Catapults will recieve large globs of Minions,  composed of two or more waves that accumulate as the Catapults push forward. A team that is ahead will need to maintain an aggressive stance in order to stay ahead. When a team runs out of Health or Mana resources while pushing,  the defending team will be more likely to recover some (or all) of the experience loss.

These changes basically boil down to two important ideas. Defending Structures will now grant much more experience than before, and winning teams will need to stay on the offensive in order to maintain their XP lead. 

If I read your question correctly, this should answer it. If I got the changes right, there will be no direct XP gain when you lose a Fort - that would be strange indeed. I don't know how much actual XP killing a catapult yields. The changes should not get the defending team xp directly, but rather passively, I'm tempted to say. That's ofc not completely true, because Defenders would still have to kill the Minions to actually get XP, or at least be in the vicinity. So an appropriate term might be an opportunity for the defending team, to get XP and close the gap.

As the amount of catapults is now reduced by 2/3, the waves in the lane, where the fort was destroyed should not push as hard as  they are doing now. This should change two things primarily: one the defending team has more time to react and two - and that's what Straf wrote - should generate bigger minion waves, which translates into bigger amounts of XP to the defending team, closer to their Nexus and therefore more easy and safe to get. Now that only holds true if the Wave is left alone. In such a case defenders could send a specialist or mage to that lane to blow the minions up, to get a lot of XP. That way Defenders should be able to catch up - at least that's what it should work like in theory I guess. And since there will be no immediate next wave with catapults, pressure is relieved and mage/spec can return to the Teamfight, objective or whatever. Therefore it should be more important to push with the waves. The changes they are doing to Mercs only encourage this play style even further. It still is an advantage to destroy the a fort, because the catapults still generate lane pressure that should be dealt with by the defenders.

I agree with Chronos though - in lower ranks and in QM in general it will be difficult to get people to soak. But then again, as long as both teams ignore every basic rule of the game and brawl mid until first objective it shouldn't be that much of a change and no advantage to any team. I'm willing to give those changes a shot - I think mainly because over the last few days I've lost quite some games were things got out of hand rather quickly after losing the first objective (mainly alterac and garden games, where we lost some towers and even forts during the first objective). The loss of the objectives was not even close as well so you could basically tell by then, that it would snowball out out of hand with basically no chance of coming back. Was QM though, so comps were kind of wonky sometimes and ppl tended to go LEEROY JENKINS 5v1 - so that sucked as well... yes I got frustrated in those games, I admit ? Maybe the removal of XP from dropping buildings could change that a bit, I guess we will see.

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@XeaKon @Evincare

If you guys wanna discuss changes in the game then you should firstly be aware of the CURRENT rules. Also reading with understanding wouldn't hurt...

5 hours ago, Evincare said:

If I got the changes right, there will be no direct XP gain when you lose a Fort - that would be strange indeed.

There was never any exp gain for the team which Fort was destroyed.

5 hours ago, Evincare said:

As the amount of catapults is now reduced by 2/3, the waves in the lane, where the fort was destroyed (...)

Completely wrong. Destroying FORT never gave you catapults in lane. Neither to attackers nor defenders. So nothing will be "reduced".

 

Quick sum up of the changes with added comentary:

  • Removed all Experience earned from destroying a Fort or Keep (for the team that destroyed the fort/keep)
  • Decreased Experience earned from destroying Towers by 50% (for the team that destroyed the tower)
  • Passive Experience gain increased by 15% (most of you don't know but BOTH teams are ALWAYS getting exp PASSIVELY almost through whole game. 20xp/s. Now it will be 23xp/s)
  • Increased Experience gained by defeating defending Mercenaries by 100%
  • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience
    (for the sake of example - now it looks like this: if you get a merc camp, you get some exp (lets say 1000xp), but clearing that mercs will give 0 exp to the enemy  team.
    And how it will be: if you grab same merc camp in the same minute of the game you will get 2000xp now BUT if the enemy clears it, they will get 4000xp.)
  • Regarding catapults: now you (if you are attacker) you only get catapult in your lane when you destroy enemy KEEP. After changes you will get 1 catapult every 3rd wave if you destroy enemy FORT. It will go back to 1 catapult per wave if you destroy enemy KEEP.

Pls use it next time, when in doubt:
https://heroesofthestorm.gamepedia.com/Experience

Edited by Godeyes
  • Confused 2

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@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I have to say that trying to make a thing perfect might end up breaking it as we all know perfection is unobtainable(i point this statement towards blizz decision to make everything "balanced" or as companies say it, without complain posts.

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1 hour ago, Godeyes said:

@XeaKon @Evincare

If you guys wanna discuss changes in the game then you should firstly be aware of the CURRENT rules. Also reading with understanding wouldn't hurt...

There was never any exp gain for the team which Fort was destroyed.

Completely wrong. Destroying FORT never gave you catapults in lane. Neither to attackers nor defenders. So nothing will be "reduced".

 

Quick sum up of the changes with added comentary:

  • Removed all Experience earned from destroying a Fort or Keep (for the team that destroyed the fort/keep)
  • Decreased Experience earned from destroying Towers by 50% (for the team that destroyed the tower)
  • Passive Experience gain increased by 15% (most of you don't know but BOTH teams are ALWAYS getting exp PASSIVELY almost through whole game. 20xp/s. Now it will be 23xp/s)
  • Increased Experience gained by defeating defending Mercenaries by 100%
  • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience
    (for the sake of example - now it looks like this: if you get a merc camp, you get some exp (lets say 1000xp), but clearing that mercs will give 0 exp to the enemy  team.
    And how it will be: if you grab same merc camp in the same minute of the game you will get 2000xp now BUT if the enemy clears it, they will get 4000xp.)
  • Regarding catapults: now you (if you are attacker) you only get catapult in your lane when you destroy enemy KEEP. After changes you will ALSO get 1 catapult every 3rd wave if you destroy enemy FORT. Which in consequence will give you 2 catapults every 3rd wave (and 1 cat. in every other)

Pls use it next time, when in doubt:
https://heroesofthestorm.gamepedia.com/Experience

Yo dude, i know you probably think you explained everything properly, but people like me still have no idea WTF are these new changes. 
Like i get it that forts wont give EXP anymore, and EXP per second will be raised, making this game a bit quicker and more dependant on team fights at kills, rather than pushing lanes. So no more "zagara push bot, while we try destract them in 4v5 fights" 
But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

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Quote

defeating any camps captured by the enemy team will, once again, grant experience

You mean "Defeating any MERCS captured by the enemy team..."? as far as i know camps are static, merc reside on then, after you kill then you cap the camp and the merc pushes a lane for you

 

Quote

Capturing Mercs and allowing them to push alone will not result in an experience gain anymore

They do now? I dunno but i dont think mercs "alone" can soak exp on lane, you get push power yeah, maybe get a tower or a fort that grants global experiencie, but mercs by thenselves dont give xp by pushing lanes

Edited by Wolfdy

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2 hours ago, XeaKon said:

@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I admit I was more refering to Evincare's post. But about catapults, you are of course right. I had an image of 2 catapults in lane from blizzard changes site O_o I stay corrected.

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1 hour ago, QandikGaming said:

But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

Every Mercenery Camp give you now experience when you CLAIM/TAKE it. This exp starts at a fixed number (lets say its 500xp from the 1st minute of the game) and then SCALES UP as the game go on. (that is exactly why for example Dragon/Triglaw past 20 minute mark is so powerful and can kill KEEP with couple auto attacks).

To be more precise - everything in this game scales, but differently. Heroes, minion waves, merceneries, bosses, etc.

There are many nice articles about this. Here is one of them (2 parts):

Edited by Godeyes

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4 hours ago, QandikGaming said:

Yo dude, i know you probably think you explained everything properly, but people like me still have no idea WTF are these new changes. 
Like i get it that forts wont give EXP anymore, and EXP per second will be raised, making this game a bit quicker and more dependant on team fights at kills, rather than pushing lanes. So no more "zagara push bot, while we try destract them in 4v5 fights" 
But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

I wouldn't drop Zagara as her taking down Fort and getting lane pushed works really well with she already does, applying pressure.
I think we will actually see Zagara nerf after this. Then again, her being forced to go forward might not actually work in her favour.

Catapults got Tracer Pulse Bomb treatment, they *should* be weaker at start and start scaling hard. Don't know breaking point, don't know anything. That's what they said.
XP being removed is so that game doesn't snowball as hard by giving you catapults AND XP. You still gain a lot by destroying Keep, but it's not immediate value.

Edited by SleepySheepy
Addition

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21 hours ago, lChronosl said:

I am willing to give it a try before complaining (too much),

If only a tenth of the Diablo fans posting on forums had this much self control.

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22 hours ago, XeaKon said:

Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

Catapults, especially in empty lanes, will push xp away from your team. This often happens during map objectives. After the map objective, the defending team will be able to safely soak all of the xp on their side of the map, while the attacking team will need to extend into enemy territory in order to soak lanes with Catapults in them.  Catapults are still a great thing to have. These changes simply encourage teams to push with Mercenaries and Catapults more often. 

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16 hours ago, Pixen said:

And no visible MMR, -5/10 would play again!

Actually, they will be making MMR transparent. This was announced later in the day. They are also removing promotion and demotion games. 

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2 hours ago, Straften said:

Actually, they will be making MMR transparent. This was announced later in the day. They are also removing promotion and demotion games. 

Holy cow! I was expecting them to not actually give a fudge, but I'm actually quite surprised!

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On 11/3/2018 at 6:37 AM, XeaKon said:

@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I have to say that trying to make a thing perfect might end up breaking it as we all know perfection is unobtainable(i point this statement towards blizz decision to make everything "balanced" or as companies say it, without complain posts.

As it currently stands, no it doesn't. Only when the inner Keep is destroyed does a Catapult start to spawn. It never spawned earlier than this. The change will make it so it spawns like what you're thinking of.

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On 4 noiembrie 2018 at 5:34 PM, Bnetmyke said:

As it currently stands, no it doesn't. Only when the inner Keep is destroyed does a Catapult start to spawn. It never spawned earlier than this. The change will make it so it spawns like what you're thinking of.

I was talking about the changes, sorry for not using future tense.

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      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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