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Heroes of the Storm PTR Patch Notes: December 3rd

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The latest Heroes of the Storm patch is available for playtesting until December 10. Check out the official patch notes for details!

Patch Highlights

2019 Gameplay Updates

  • Armor has been redesigned to prevent stacking. Abilities will now only apply the highest or lowest amount of Armor to a Hero at any given time.
    • To account for this change, many abilities and talents that granted Armor have been updated on a per Hero basis (see below).
  • When a team destroys a Fort, they’ll gain a catapult in every 3rd minion wave.
  • The patch also comes with Experience changes outlined in the 2019 Gameplay Update.
    • Blizzard decided not to implement the laning Mercenary change.

Hero Reworks

Hitbox Stealth Update

  • Hero hit boxes have been reduced by up to 15%. We don't have any developer comments, but redditor lemindhawk came up with a list of specific changes and you can check them out here.

New Skins & Bundles

  • Stitches, Dehaka, Valeera, and Sylvanas received new limited-only skins and bundles.

Blizzard LogoBlizzard (Source)

Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 10. 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.


  • Stitches has received several updated effects and animations to match his gameplay updates.
  • Sylvanas has received several updated effects and animations to match her gameplay updates.



  • Now, just like Movement Speed modifiers, the game will apply only the highest (or lowest) amount of Armor to a Hero at any given time. We've adjusted ability/talent Armor values on a per Hero basis to account for this change:
    • Anub’arak
      • Nerubian ArmorNerubian Armor (W)
        • New functionality:
          • Increase the Spell Armor granted from Harden Carapace by 20 (to 60)
    • The Butcher
      • EnragedEnraged (Passive)
        • Armor increased from 15 to 25
    • Chen
      • Purifying BrewPurifying Brew (Trait)
        • Spell Armor increased from 30 to 40
      • Untapped PotentialUntapped Potential (R)
        • Armor increased from 50 to 60
    • Diablo
      • Sacrificial SoulSacrificial Soul (Q)
        • Armor increased from 20 to 25
        • Armor at max Souls increased from 40 to 50
    • E.T.C.
      • RockstarRockstar (Trait)
        • Armor increased from 20 to 25
      • Show StopperShow Stopper (Q)
        • Armor increased from 15 to 35
    • Gazlowe
      • Robo-GoblinRobo-Goblin (R)
        • Armor increased from 30 to 40
    • Lt. Morales
      • SafeguardSafeguard (W)
        • Armor increased from 25 to 30
      • Trauma TriggerTrauma Trigger (Passive)
        • Armor increased from 30 to 40
    • Nova
      • Anti-Armor ShellsAnti-Armor Shells (Passive)
        • Physical Armor shred increased from 10 to 15
    • Raynor
      • Bounty HunterBounty Hunter (Trait)
        • Armor increased from 5 to 10
    • Rexxar
      • Hunter-GathererHunter-Gatherer (Passive)
        • Armor increased from 10 to 15
    • Tassadar
      • Khala's LightKhala's Light (Q)
        • Armor increased from 15 to 20
    • Tyrael
      • Defense of the AngelsDefense of the Angels (Active)
        • Armor increased from 40 to 50
    • Uther
      • DevotionDevotion (Trait)
        • Armor increased from 15 to 25
    • Valeera
      • Smoke BombSmoke Bomb (R)
        • Armor increased from 25 to 30
    • Zul’jin
      • Amani HideAmani Hide (Active)
        • Armor increased from 10 to 15


  • When a team destroys a Fort, they’ll now gain a Catapult in every 3rd Minion wave.
    • NOTE: In order to keep early-game Catapults from being too devastating to defending teams, Catapult attack splash size, attack range, and damage/health will gradually increase as the game progresses.

Experience Changes

  • 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%
  • Laning Mercenary Experience
    • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience.

Developer Comment: After listening to feedback, we have decided to pull back the laning Mercenary change outlined in our 2019 gameplay updates in order to give winning teams more opportunities to pull ahead.


  • Boss Camps, Sentinel Camps (Hanamura Temple), and Support Camps (Volskaya Foundry) will now be flagged as Elite. 
    • Elite Mercenary Camps are Unstoppable & Unbribable

Unit Radii

  • The unit radius values for most Heroes has been reduced by 5-15%

User Interface

  • Armor, increased Healing, and decreased Healing healthbar indicators have received a visual update.






  • Purification SalvoPurification Salvo (R)
    • Damage reduced from 86 to 79


  • Level 4
    • Inhibiting EnergyInhibiting Energy (W)
      • Now applies to all slows (except itself), and not just Plasma Cutter’s slows
      • Slow duration reduced from 4 to 3 seconds
      • Slow amount reduced from 35 to 30%
    • Warp ConduitWarp Conduit (E)
      • Removed
  • Level 7
    • Warp WarfareWarp Warfare (E)
      • Added functionality:
        • Now also resets the cooldown of Warp when Fenix gets a Hero takedown
    • Divert Power: WeaponsDivert Power: Weapons (Active)
      • New functionality:
        • Activate to gain 40% Basic Attack damage for 5 seconds. Basic Attacks against Heroes refresh this duration. When this damage bonus falls off, remove all of Fenix's Shields. 40 second cooldown.
  • Level 13
    • Dampening FieldDampening Field (Trait)
      • Spell Armor increased from 20 to 25
    • Auxiliary ShieldsAuxiliary Shields (Trait)
      • Shield amount increased from 20 to 40%
      • Health loss increased from 10 to 30%





  • Health increased from 1425 to 1550
  • Health Regen increased from 2.969 to 3.23
  • Basic Attack damage reduced from 90 to 81


  • Withering FireWithering Fire (Q)
    • Adjusted functionality:
      • Pressing Q once fires 5 Withering Fire arrows at the closest enemy
    • Mana cost increased from 0 to 25
    • Damage reduced from 48 to 39
    • Range increased from 6.25 to 8
    • Cooldown increased from 2 to 8 seconds
    • Cooldown now restores all charges
    • No longer gains charges on Minion kills
    • Nearby Heroes takedowns now refresh the cooldown of this ability
    • Fire rate reduced from .188 to .375 (50% slower)
    • Withering Fire cannot be cast while a previous cast of Withering Fire is still firing
  • Shadow DaggerShadow Dagger (W)
    • Adjusted functionality:
      • Shadow Dagger no longer spreads to nearby targets each time it does damage. 
      • Damage dealt by Sylvanas to the primary target of Shadow Dagger spreads its effect to all nearby enemies.
    • Mana cost decreased from 75 to 50
    • Duration increased from 2 to 2.5 seconds
    • Damage reduced from 37 to 29
  • Haunting WaveHaunting Wave (E)
    • Banshee travel speed increased by ~6%
  • Mind ControlMind Control (R)
    • Cooldown reduced from 60 to 50 seconds
    • New functionality:
      • After a .25 second cast, launch a missile that impacts the first enemy Hero in its path.  Impacted Heroes are Silenced, Slowed by 30%, and forced to walk towards Sylvanas for 1.75 seconds.
  • Black ArrowsBlack Arrows (Trait)
    • New functionality:
      • Activate to cause all Basic Attacks and Abilities to Stun Minions, Mercenaries, and Structures for 3 seconds over the next 10 seconds. 40 second cooldown
    • New Passive functionality – Banshee’s Curse:
      • Basic Attacks infect enemies with Banshee’s Curse for 3 seconds.  Sylvanas deals 25% bonus damage to enemies with 3 stacks of Banshee’s Curse.


  • Level 1
    • Overflowing QuiverOverflowing Quiver (Q)
      • Removed
    • Dreadful WakeDreadful Wake (E)
      • Removed
    • Overwhelming AfflictionOverwhelming Affliction (Trait)
      • Moved from Level 16
      • Adjusted functionality:
        • Enemy Heroes with 3 stacks of Banshee’s Curse are slowed by 15%.  Basic Attacks against Slowed enemy Heroes deal 1% of their maximum Health in damage
    • New Talent: Unfurling Shadows (W)
      • Quest: Each time Shadow Dagger deals damage to enemy Heroes with 3 stacks of Banshee’s Curse, increase its damage by .5%
    • New Talent: Banshee’s Curse (Q)
      • Hitting an enemy Hero with Withering Fire increases Sylvanas’ Attack Speed and Ability Power by 5% for 6 seconds, stacking up to 5 times
    • Level 4
      • With the WindWith the Wind (Q)
        • Removed
      • Mercenary QueenMercenary Queen (Trait)
        • Moved from Level 1
        • Adjusted functionality:
          • Friendly non-Elite Mercenaries near Sylvanas deal 60% more damage.  Sylvanas Stuns and deals 30% additional damage to Mercenaries with 3 stacks of Banshee’s Curse.
      • PossessionPossession (Active)
        • Moved from Level 7
        • Now requires 3 charges to be used on Catapults
      • Unstable PoisonUnstable Poison (W)
        • Moved from Level 7
        • Damage increased from 116 to 130
        • Now triggers on enemy minions who are afflicted by Banshee’s Curse, Black Arrows, or Shadow Dagger
        • Radius increased from 2 to 2.5
    • Level 7
      • Barbed ShotBarbed Shot (Q)
        • New functionality:
          • Hitting the same enemy with 5 shots of Withering Fire causes the last shot to deal 350% bonus damage
      • Lost SoulLost Soul (W)
        • Moved from Level 4
        • Adjusted functionality:
          • Reduce Shadow Dagger’s cooldown by 1.75 seconds each time Sylvanas uses a Basic Attack on an enemy Hero with 3 stacks of Banshee’s Curse.
      • New Talent: Festering Wounds (E)
        • Haunting Wave deals 25% more damage and applies 3 stacks of Banshee’s Curse. 
    • Level 13
      • Cold EmbraceCold Embrace (W)
        • Moved from Level 16
        • Duration increased from 2 to 2.5 seconds
        • Now also reduces the Armor of targets that Shadow Dagger spreads to by 10
      • Spell ShieldSpell Shield (Active)
        • Removed
      • RemorselessRemorseless (Trait)
        • Moved from Level 16
        • New functionality:
          • Increase Sylvanas’ Basic Attack range by 1.  Basic Attacks against enemy Heroes with 3 stacks of Banshee’s Curse fire an untalented shot of Withering Fire.  This shot applies Banshee’s Curse.
      • WindrunnerWindrunner (E)
        • Adjusted functionality:
          • Teleporting with Haunting Wave resets the cooldown of Withering Fire.  Haunting Wave can be cast a second time for free within 5 seconds after teleporting
    • Level 16
      • Life DrainLife Drain (W)
        • Moved from Level 13
        • New functionality:
          • Dealing damage to enemies with 3 stacks of Banshee’s Curse heals Sylvanas for 15% of the damage dealt.  Doubled against Heroes
      • Evasive FireEvasive Fire (Q)
        • Adjusted Functionality:
          • Hitting enemies with Withering Fire grants Sylvanas 6% bonus Movement Speed for 2 seconds, stacking up to 30%.  Basic Attacks refresh this duration.
      • Will of the ForsakenWill of the Forsaken (Active)
        • Moved from Level 13
    • Level 20
      • Dark Lady's CallDark Lady's Call (R)
        • New functionality:
          • Reduce the cooldown of Mind Control by 30 seconds.  Heroes hit by Mind Control have their vision greatly reduced for 5 seconds. 
      • Withering BarrageWithering Barrage (Q)
        • Moved from Level 4
        • New functionality:
          • Hitting an enemy Hero with Withering Fire decreases its cooldown by .75 seconds





  • HookHook (Q)
    • Range reduced from 12.5 to 11
  • SlamSlam (W)
    • Cast time increased from .25 to .313
    • Cooldown reduced from 8 to 6 seconds
    • Range increased from 8 to 9.5
    • Mana cost reduced from 40 to 30
    • Added functionality:
      • Now has an Inner area that deals 40% Bonus Damage and applies a 40% slow for 1.5 seconds
  • DevourDevour (E)
    • Ability Effects now occur at the start of the ability's cast, rather than at the end
  • Vile Cleaver (Passive)
    • New Functionality:
      • Basic Attacks apply Vile Gas to nearby enemies, poisoning for 45 damage over 3 seconds. Re-applying Vile Gas increases its duration rather than resetting it, up to 10 seconds.


  • Level 1
    • Chew Your FoodChew Your Food (E)
      • Removed
    • Dampen MagicDampen Magic (Passive)
      • Removed
    • Heavy SlamHeavy Slam (W)
      • Removed
    • Hungry for MoreHungry for More (Passive)
      • New functionality:
        • Quest: Regen Globes grant 30 permanent Health
        • Every 15 Regen globes, Stitches gains 5% permanent Movement speed up to a maximum of 20%
    • Savor the FlavorSavor the Flavor (E)
      • Moved from level 7
        • New Functionality:
          • Casting Devour on a Hero restores an additional 10% of maximum Health and Mana over 5 seconds and permanently increases Stitches’ health regeneration by 1.
    • New Talent: Patchwork Creation (Passive)
      • Increase all healing received by 15%.
      • Nearby Minion and Hero kills Heal Stiches (Minions for 30, Heroes for 300)
  • Level 4
    • Amplified HealingAmplified Healing (Passive)
      • Removed
    • Restorative FumesRestorative Fumes (Trait)
      • Removed
    • Putrid GroundPutrid Ground (W)
      • Removed
    • New Talent – Playtime! (W)
      • Heroes hit by Slam reduce the cooldowns of Stitches's other Basic Abilities by .5 seconds. This cooldown reduction is increased to 2 seconds for Heroes that are hit by Slam's inner impact area.
    • New Talent – Chop Chop (W)
      • Hitting a Hero with the inner area of Slam increases Stitches' Basic Attack Speed by 50% for 4 seconds.
    • New Talent: Serrated Edge (Q)
      • Hooking an enemy Hero deals 5% of their max life as damage and decreases Hook’s cooldown by 4 seconds.
  • Level 7
    • Last BiteLast Bite (E)
      • Removed
    • New Talent - Blight (Trait)
      • Vile Gas heals for 33% of the damage it deals. Activate to apply Vile Gas to all nearby enemies and reduce their healing taken by 20% for 5 seconds. 40 second CD
    • CannibalizeCannibalize (Passive)
      • Moved from level 20
      • New functionality:
        • Heroes hit by Basic Attacks and Slam’s inner area heal Stitches for 2% of his maximum health.
    • TenderizerTenderizer (Passive)
      • New functionality:
        • Basic Attacks slow the target by 25% for 2.5 seconds. If the target is afflicted with Slam’s Slow, refresh its duration.
  • Level 13
    • Flea BagFlea Bag (Passive)
      • Removed
    • Mega SmashMega Smash (W)
      • Removed
    • IndigestionIndigestion (E)
      • Removed
    • New Talent – Lacerate (W)
      • Slam afflicts enemies with Vile Gas and reduces armor by 10 for 4 seconds.
    • New Talent – Digestive Juices (E)
      • Devouring an enemy Hero reduces their damage dealt by 40% for 4 seconds.
    • New Talent – Gas Flare (Passive)
      • Stitches deals 16 damage per second to enemies around you. This damage is increased by 150% for 4 seconds after successfully Hooking an enemy Hero
  • Level 16
    • PulverizePulverize (W)
      • New functionality:
        • Slam slows all enemies by 75% for 1 second.
    • Shish KabobShish Kabob (Q)
      • Removed
    • Toxic GasToxic Gas (Passive)
      • Removed
    • Fishing HookFishing Hook (Q)
      • Range bonus increased from 40 to 50%
    • New Talent - Meat Hook (Q)
      • Hooking an enemy Hero restores 16% of maximum health over 4 seconds. For 4 seconds, Basic Attacks against the Hooked Hero will refresh the duration of this healing effect.
  • Level 20
    • New Talent – Second Helping (E)
      • Gain an additional charge of Devour. Devouring an enemy Hero reduces the cooldown of your Heroic ability by 5 seconds.
    • New Talent – Shambling Horror (Active)
      • Passive: Stitches is no longer affected by Slowing effects
      • Activate to gain 50 Armor for 4 seconds. 60 second CD.  


Many seasonal items have made their way back into the collection and will be available for crafting and in Loot Chests for a limited time!

New Bundles

  • The following new bundles are only available for a limited time!
    • Toy Heroes Bundle
    • Cuddle Bear Stitches Skin Pack
    • Cosmic Force Valeera Skin Pack
    • Dehakasaurus Rex Skin Pack

New Skins (Limited Time Only!)

  • Stitches
    • Cuddle Bear Stitches
    • Snuggle Bear Stitches
    • Honey Bear Stitches
  • Dehaka
    • Dehakasaurus Rex
    • Dino-Metal Dehakasaurus Rex
    • Playtime Dehakasaurus Rex
  • Valeera
    • Cosmic Force Valeera
    • Psionic Cosmic Force Valeera
    • Nega Force Valeera
  • Sylvanas
    • Mint Sugar Plum Sylvanas

New Mounts (Limited Time Only!)

  • Cosmic Lion
    • Psionic Lion
    • Nega Lion
  • Plush Unicorn
    • Plush Zombicorn
    • Pretty Plush Unicorn
    • Fuzzy Plush Unicorn
    • Honey Plush Unicorn

New Portraits, Sprays, and Emojis

  • Several new emoji packs and portraits have also been added to the game.

Bug Fixes


  • Fixed an issue causing camera jumps and cursor resets when using drag scroll.
  • Made a number of improvements to AI behavior.

Heroes, Abilities, and Talents

  • Brightwing: Fixed an issue preventing Brightwing from applying the Sticky FlareSticky Flare talent effect if it hit more than one target.
  • Brightwing: Fixed an issue preventing Brightwing from applying the Hush!Hush! talent effect if it hit more than one target.
  • Chromie: Dragon's BreathDragon's Breath’s warning splat will now display after the ability has been cast.
  • Deckard: Fixed an issue causing Deckard’s portal to be visible in Fog of War when using Hearthstone.
  • Leoric: Fixed an issue that allowed Drain HopeDrain Hope’s damage and healing to persist through time stop effects.
  • Lunara: Fixed an issue preventing Lunara from playing a voice line when she died.
  • Stukov: Fixed an issue causing Massive ShoveMassive Shove to remove Weighted PustuleWeighted Pustule from its target.

User Interface

  • Fixed a number of tooltip issues and inaccuracies across the game.
  • Fixed an issue causing Hero models to prevent players from pressing the Ready button in the queue screen.
  • Fixed an issue causing grandmaster numbers of 3 digits to extend beyond portrait frames while in a party.
  • Kel’Thuzad: Added a quick-cast option for Glacial SpikeGlacial Spike.
  • Zul’jin: Added a quick-cast option for Amani RageAmani Rage.

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Goddammit.   I knew the Stitches "rework" would be a smokescreen for them to nerf the slam build, AGAIN.    Sigh.   So now he's a squishie but self healing more than before tank, but his utility of being able to build for aoe is gutted.

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1 hour ago, Migol said:

Goddammit.   I knew the Stitches "rework" would be a smokescreen for them to nerf the slam build, AGAIN.    Sigh.   So now he's a squishie but self healing more than before tank, but his utility of being able to build for aoe is gutted.

What are you talking about? They increased baseline Slam size and damage, reduced its baseline CD, kept the 75% slow from Pulverize and added several talent combos, such as Pulverize+Tenderizer keeping targets permanent 75% slowed. Not to mention his AA splashes, and he can increase its speed. They didn't remove any of his health or talents that increased his "tankiness", only added more sustain options. Hook's range was reduced, true, but by less than 10%, while giving us half a dozen utility talents for it AND keeping the ridiculous long range option of Fishing Hook. The only thing really removed was Shish KabobShish Kabob. He plays much better on PTR, and can be built to be a frontliner with amazing sustain, a bully bruiser or a traditional fisherman. Kudos to the devs. Notparadox's review show and explain his new options.

Sylvana's is also looking great. I was more afraid of them messing up too much with her and losing her flavor, but she is truly scary now. Both the sustained damage and burst build are amazing, and probably need to be nerfed. Her basic abilities require a bit more juggling now, but reward much more. Specially the way her talents can improve Shadow Dagger and  Withering Fire. I was also a bit skeptic abut the new skill shot Mind Control, but it feels great to not self stun yourself in the middle of a team fight. And she can even shred tanks with a %hp damage AA talent on lvl 1. Again, I point to Notparadox's video for some better explanations.

Hyped for these reworks, will probably go back to playing both our forsaken heroes next week.

@Edit: Sylvannas also got a very cool new hearthstone animation, based on the BfA cinematic I presume.

Edited by lChronosl
  • Like 1

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Oh god, it will be tanks every where in 2019, this is crazy buffs for the tanks. I dont understand stacking armor, the only ones that kan stack armor is morales and uther, I have never seen or felt supports and tanks stacking armor together and only cause of this they have to buff every tank. Atleast put some armor reduction in this game then.    

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Too bad they nerf the stitches Amplified Healing , this is one the most important talent for stitches to keep tank when heal by healer.

From 30% to 15% plus dunno regeneration still take in or not. Then put it in talent 1 which also got other talent very useful at there.

The reduce of size of hit box will give a lot of problem to skill shot hero such as KTZ, orphea, stitches hook,.....

Dunno why suddenly reduce size of hit box without any reason.

Sylvanas not bad, good in push, disable building when push with boss/elite, good in dmg heroes plus reduce armor, got movespd, fast cooldown of mind control (and also better than hook as hook will be block by minion/merc) and still can convert catapult (1st/2nd wave convert 6 units then 3rd wave convert catapult. every 3 wave still have 6 units and 1 catapult to push). Good in push and still able to do obj on time with giving pressure lane to opponent. Should be high pick/high ban soon.


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  • Removed all Experience earned from destroying a Fort or Keep
  • Decreased Experience earned from destroying Towers by 50%
  • Passive Experience gain increased by 15%

I mean meta was not strong on pushy specialists before, now they become even closer to completely irrelevant?

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2 hours ago, Koxsos said:

I mean meta was not strong on pushy specialists before, now they become even closer to completely irrelevant?

The main reason is that objectives, especially when they are based on shots, always grant a huge portion of Experience because of the XP gained from buildings. It decreases the snowball potential from objectives. BHB might be more enjoyable and fair now.

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30 minutes ago, Alkasar said:

The main reason is that objectives, especially when they are based on shots, always grant a huge portion of Experience because of the XP gained from buildings. It decreases the snowball potential from objectives. BHB might be more enjoyable and fair now.

Indeed, it was the worst, especially after losing a team fight - winning side gets XP, fort gets destroyed, even more XP gained. Suddenly, there is 2-3 level advantage, much worse when there are enough coins to pay for next, so it either forces other side into another team fight that they can't win or just give up and try pushing, while enemy easily gets more XP. BHB is due for a rework, at least minor one regarding coins (perhaps none from camps or they get destroyed if person carrying them is killed).

Edited by Arcling

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15 hours ago, lChronosl said:

What are you talking about? They increased baseline Slam size and damage, reduced its baseline CD, kept the 75% slow from Pulverize and added several talent combos, such as Pulverize+Tenderizer keeping targets permanent 75% slowed. Not to mention his AA splashes, and he can increase its speed. They didn't remove any of his health or talents that increased his "tankiness", only added more sustain options. Hook's range was reduced, true, but by less than 10%, while giving us half a dozen utility talents for it AND keeping the ridiculous long range option of Fishing Hook. The only thing really removed was Shish KabobShish Kabob. He plays much better on PTR, and can be built to be a frontliner with amazing sustain, a bully bruiser or a traditional fisherman. Kudos to the devs. Notparadox's review show and explain his new options.

Sylvana's is also looking great. I was more afraid of them messing up too much with her and losing her flavor, but she is truly scary now. Both the sustained damage and burst build are amazing, and probably need to be nerfed. Her basic abilities require a bit more juggling now, but reward much more. Specially the way her talents can improve Shadow Dagger and  Withering Fire. I was also a bit skeptic abut the new skill shot Mind Control, but it feels great to not self stun yourself in the middle of a team fight. And she can even shred tanks with a %hp damage AA talent on lvl 1. Again, I point to Notparadox's video for some better explanations.

Hyped for these reworks, will probably go back to playing both our forsaken heroes next week.

@Edit: Sylvannas also got a very cool new hearthstone animation, based on the BfA cinematic I presume.

Yes, they "changed" it, and some of those changes are buffs.    However, the removal of the level one talent Heavy Slam alone is a big counterweight nerf to those buffs, instead of +40% damage off the bat for the entire slam radius, you only have the small inner (read:melee range) damage boost, IE you can't waveclear or  hit multiple heroes at once with slam anymore.   

This is why they said in the previous post they were buffing his trait to "help with waveclear" which had stitches players scratching their heads since the slam build was already very good at waveclear (you couldn't kill things with one slam but it took a sizeable chunk of health).

They also removed Putrid Ground at level 4 (sort of moved and renamed it to Lacerate at level 13).    This is again a big blow to the early slam build.    You can get it back at 13 now...but they also removed Mega Slam there, which was a big boost to the area effect range of slam.   

The other "Slam buffs" are actually buffs to stitches' other abilities when using Slam, IE other things go off cd faster after a slam, buff to melee after a slam, etc.     But the "Slam Build" was basically gutted here, you only get the full damage at melee range (making it essentially a cleave move instead of an aoe) and you can't use it as an aoe damage build anymore.

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The Fenix changes are interesting. Slight nerfs to plasma cutter build and buffs to basic attack build. Warp Warfare is where my biggest interests lie now. The reason you didn't want warp warfare was because it was risky and it's less so now but even with that Divert Power has almost 0 risk anymore since the shield cut is after the damage. Oh hey they buffed Chen. Sylv and Stiches got some changes too, I guess.

Edited by Twych

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