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Heroes of the Storm: What's Next?

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A recap of the "What's Next' panel from BlizzCon, where the devs discussed changes to Ranked Play, role rework, changes to Armor and XP gains coming in 2019.

Plenty of changes are coming to the game as part of the 2019 Gameplay Update and the Heroes of the Storm developer team discussed what's coming to the game in the near future.

2018 in Review

  • Content is very important, because it keeps the game fresh and more appealing to new players, so they're going to keep prioritizing it.
  • 2018 has been great in terms of content. On the Hero front it was an awesome year for Heroes (Blaze, Maiev, Fenix, Deckard, Yrel, Whitemane, Mephisto, Mal'Ganis).
  • BlizzCon introduced Orphea and you can find more details about her in our Deep Dive panel recap.
  • Reworks are very important to the game and in the past year, they reworked Kerrigan, Diablo, and even Raynor. It helps to keep things fresh.
  • They introduced Alterac Pass and revisited Hanamura Temple and Garden of Terror.
  • Skins are no longer introduced randomly, but as part of various thematic events (Mecha, Lunar, Enforcer, Dark Nexus, Nexomania, Warcraft, War Chrome, Viper Ascendant, King's Crest).
  • Comics and more lore was added this year to pave the way for Orphea.
  • A new comic that focuses on Orphea is coming out later this month.

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  • Features
    • Voice Chat implementation, themed events (quests), and third ban were implemented and the team continues to focus on matchmaking improvements with 2019 gameplay updates, rank point decay and changes to Team League.

Features Coming Soon to Heroes

  • Role Update
    • The current roles do not fully reflect the intent behind Heroes. There's a big difference between Sonya and Johanna.  New players don't necessarily know that, because we call them Warriors.
    • With the role update, they hope to give players a better understanding at what their Heroes are supposed to do in lane.
    • We'll have six roles: Tank, Bruiser, Healer, Support, Melee Assassin, Ranged Assassin. Specialists are gone.

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  • Call of the Nexus
    • The new feature added in the latest patch is introduced to help prevent undesirable Quick Match comps (Assassin, Assassin, Specialist, Specialist, Specialist).
    • Every Quick Match will have a Tank, Healer, Ranged Assasin + 2 Fills (enforced QM comps) in the next content patch and you'll receive a 50% increased XP bonus, if you queue for any roles that are currently in short supply.
    • It will be enabled shortly after the patch goes live.

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  • Stimpacks Boosts
    • Boost provide 5% XP bonus per player (up to 45%) in addition to all bonuses provided by the Stimpack.

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  • Team League
    • Removal of group size limitations had a great impact on Team League play across the board.

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  • Upcoming Changes to Ranked Play
    • Combine Hero League & Team League together while providing an option for solo players to only be matched against other solo players if they choose. This will allow for more flexibility in the matchmaker to find each player an opponent with similar skill.
    • Loss Forgiveness will be introduced and you won't lose ANY rank points if your ally is disconnected for a certain amount of time.
      • Leavers will face stacking penalties during a Season.
    • Reduce Placement Matches: The amount of placement games will be reduced to 3.
    • Seasonal Ranked Quest will be introduced and you'll have to complete a fixed number of games to receive your end-of-season rewards.
    • Promotion/Demotion Games will be removed.
    • Performance-based matchmaking will be used to educate players.
    • Show MMR / Remove Ranked Points from calculation, so winning or losing matches will increase and/or decrease your MMR.

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  • Hero Reworks
    • Brightwing recieved a rework in September, because she felt old undesirable with the introduction of new Heroes.
    • The goal of a rework is to make various talent builds viable. Sometimes, they even make changes to a Hero's base kit.
    • Whenever they do a rework, they must examine Hero fantasy.
    • Next Heroes that will be reworked in December include Stitches, and Sylvanas.
      • Stitches Rework Goals
        • They love his HookHook and want to keep it awesome. No changes to that particular ability are planned.
        • SlamSlam will be made more interesting. You only use it on cooldown and they would like to give players more active decision making when using it.
      • Sylvanas Rework Goals
        • Make her an epic ranged assassin.
        • Introduce powerful new team fight talents (similar to WindrunnerWindrunner).
        • Preserve existing fantasy in some form.
        • Rework her Black ArrowsBlack Arrows trait to allow for more counter play.
  • Gameplay Update Philosophy
    • Last year, they mades some significant changes to core game mechanics:
      • Pulled back camera, Stealth revamp, Neutral Regen globes, Infinite tower ammo.

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  • 2019 Gameplay Updates
    • They don't want games to snowball out of control, so they're making huge adjustments to Experience gains to keep games more even.
      • Forts & Keeps are worth no XP.
      • Towers are worth 50% less XP.
      • Mercenary XP +100%
    • They're also changing how catapults work.
      • Destroyed forts spawn 1 catapult every 3rd minion wave, allowing new strategic decisions.
    • Armor is receiving an update in two areas.
      • On the gameplay side, they received feedback from pros about Armor stacking that was dominating their decision making.
      • On the UI side, the game doesn't accurately show the amount of Armor you have, so in the 2019 gameplay update, the UI is going to show all armor types separately (physical / spell armor have unique icons).
      • Armor stacking will be removed.

Q&A

  • Post-game stat tracking is something they'd like to implement at some point in the future as part of the education system in Heroes of the Storm.
  • Talents that had the ability to stack Armor are now capped (e.g. Tyrande).
  • A new Hero select screen is coming later in 2019. They plan to update it with a new "feature" that has a different appearance.
  • 2019 gameplay updates will be introduced throughout Seasons. They don't want to drop all changes at once, but rather individually to see and determine their impact on the game.
  • Dark Nexus Dehaka skin? Noted.
  • Towers of Doom and Alterac Pass don't have catapults in the traditional sense. On Towers, they kept the XP from towers, because the objective does not provide any XP and in Alterac Pass, they had to significantly tuned down the Reaver that spawns instead of catapults, because it was too powerful in the early game.
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13 hours ago, Stan said:

Skins are no longer introduced randomly, but as part of various thematic events (Mecha, Lunar, Enforcer, Dark Nexus, Nexomania, Warcraft, War Chrome, Viper Ascendant, King's Crest).

I miss when they introduced skins randomly because they'd just make it for one Hero without being chained to any theme. Some of the best skins in the game were released randomly.

13 hours ago, Stan said:

Armor stacking will be removed.

I find it odd that they're doing this and Orphea has a talent that gives her 50 armor and IT STACKS.

Edited by Valhalen
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1 hour ago, Aasgier said:

Why Blizzard didn't make Armor multiplicative instead of the current solution is completely beyond me.

Because multiplicative armor is even more effective than stacking one, which they already said is too good.And I most likely misunderstood what you mean by mpy, but point is that they want to reduce power of armor in game.

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3 hours ago, Valhalen said:

I find it odd that they're doing this and Orphea has a talent that gives her 50 armor and IT STACKS.

Actually that talent works like a mix of BlockBlock and Nerubian ArmorNerubian Armor. It gives you up to 2 stances of 50 armor against a single magic hit. It would for example be very useful against Arcane OrbArcane Orb, but ineffective against DisintegrateDisintegrate.

Edited by lChronosl
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10 minutes ago, lChronosl said:

Actually that talent works like a mix of BlockBlock and Nerubian ArmorNerubian Armor. It gives you up to 2 stances of 50 armor against a single magic hit. It would for example be very useful against Arcane OrbArcane Orb, but ineffective against DisintegrateDisintegrate.

Ohhh, that makes more sense. Maybe they should have worded it better, like the Block talents. "Stores up to 2 charges", because saying "stack" suggests an additive amount.

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58 minutes ago, SleepySheepy said:

Because multiplicative armor is even more effective than stacking one, which they already said is too good.And I most likely misunderstood what you mean by mpy, but point is that they want to reduce power of armor in game.

You probably did.

Example: Ragnaros uses his Catching Fire (25 armor) and then Resilient Flame (40 armor) triggers.

If armor is additive, 65 armor means the damage is reduced by 65% (currently).

If armor is multiplicative, 65 armor means the damage would be divided by 1.65 (so about 39.4% reduction).

 

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I don't understand removing the experience from the structures; It seems like it negates entire strategy part of the game. If you're not going to win an objective then going for a structure is valuable to keep you competitive.  Poor management of your resources, including structures, should lead you to a loss and should be a valuable part of your decision making as a team. I've had plenty of games where we're behind in levels but we win that crucial team fight, push down some structures and suddenly we're back in it. To me, that's super rewarding? It seems to nullify the supporting role of abathur / vikings otherwise, no?

What makes more sense to me is a modifier on exp value of each structure. For the team that's behind, the modifier is positive and nets more exp per structure that scales with the difference between the levels of the two teams and if you're ahead, the modifier is fractional such that you get significantly less exp from the structures. That way pushing down structures when you're ahead doesn't help your exp pool much but pushing down structures when you're behind helps you catch up faster? Just off the top of my head there.

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1 hour ago, Aasgier said:

You probably did.

Example: Ragnaros uses his Catching Fire (25 armor) and then Resilient Flame (40 armor) triggers.

If armor is additive, 65 armor means the damage is reduced by 65% (currently).

If armor is multiplicative, 65 armor means the damage would be divided by 1.65 (so about 39.4% reduction).

 

Oof... At this point this would create more confusion than it would help, so many numbers would have to change to have same effect. Not to mention how would armor reduction and so on. 1 armor = 1 % damage deducted is far more easier to understand how it works. 

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2 hours ago, Skittastic said:

What makes more sense to me is a modifier on exp value of each structure. For the team that's behind, the modifier is positive and nets more exp per structure that scales with the difference between the levels of the two teams and if you're ahead, the modifier is fractional such that you get significantly less exp from the structures. That way pushing down structures when you're ahead doesn't help your exp pool much but pushing down structures when you're behind helps you catch up faster? Just off the top of my head there.

Great idea. I think we should give these changes some time, maybe a couple of months, to see if they are as bad as we think. But should they fail, your suggestion would be another interesting experiment.

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5 hours ago, SleepySheepy said:

Oof... At this point this would create more confusion than it would help, so many numbers would have to change to have same effect. Not to mention how would armor reduction and so on. 1 armor = 1 % damage deducted is far more easier to understand how it works.  

It is a little more complicated, but once you are used to it it should not be a problem. I have worked with additive and multiplicative armor before in a different game, and I got used to it surprisingly quickly. Having a hero or two with a number above 100 Armor helps, too (Garrosh' Trait with that level 13 talent would be modified to be like this, Hardened Shield could provide 300 Armor or something, and so on...)

Numbers would be changed for heroes across the board indeed, but it would probably make adjusting easier for everyone who reads the patch notes. Seeing the changed numbers in the game will remind you of the changes, after all.

Edited by Aasgier

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How do movement speed buffs/debuffs work?  IIRC, they work like the armor will be changed to, so having all of these buffs work where only the greatest amount matters will be nice for mechanical consistency.

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same for what is now in game...why is Malganis a tank???

and why would you move chen, dehaka, yrel and leoric to bruisers....and keep tyrael as a tank??? 

You just added the extra classes to remove confusion GREAT IDEA FINALLY ...BUT then you want to remove specialist?

So then I guess I'll just pick murky and I'll be melee assassinating all these fools will I?? And gazlowe just looking for kills??

Lets keep with the fantasy and I'll be assassinating everyone with my photon cannons?? 

And I guess support is shield based characters but what the hell are the vikings gonna shield others with....their bodies?

and whats with the Varian as bruiser now.....it seems to me you need to just call the class 'special whatever' for all your crazier characters, with multiclass included would now also include Greymane and just say if you don't know what this guy does then the 'Class' title is not going to help.

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On 11/7/2018 at 11:23 AM, Dvsazz said:

same for what is now in game...why is Malganis a tank???

and why would you move chen, dehaka, yrel and leoric to bruisers....and keep tyrael as a tank??? 

You just added the extra classes to remove confusion GREAT IDEA FINALLY ...BUT then you want to remove specialist?

So then I guess I'll just pick murky and I'll be melee assassinating all these fools will I?? And gazlowe just looking for kills??

Lets keep with the fantasy and I'll be assassinating everyone with my photon cannons?? 

And I guess support is shield based characters but what the hell are the vikings gonna shield others with....their bodies?

and whats with the Varian as bruiser now.....it seems to me you need to just call the class 'special whatever' for all your crazier characters, with multiclass included would now also include Greymane and just say if you don't know what this guy does then the 'Class' title is not going to help.

i think its safe to assume that they will rework heroes that doesnt fit in to their new class. otherwise it would be dumb what they did and you would be right

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      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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