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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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      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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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes 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. 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%. 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 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      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. 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. 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. 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. 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. 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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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      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. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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