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The Future of Heroes of the Storm

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Here's a message from Production Director Kaéo Milker about the future of Heroes.

Yesterday, Blizzard announced there would be no officially supported Heroes Esports events in 2019, because the game apparently doesn't bring in the desired revenue. As a result, Heroes will be set up for long-term sustainability, resulting in less content and a decreased cadence.

Kaéo Milker, the game's Production Director, told the community in his latest message that an all-star team of developers are still going to develop the game and support it in the future. The team has a unique opportunity to rething things and reprioritize. They're still committed to regular Hero reworks, themed events, and new Heroes, because they want to keep the game dynamic and fun.

Blizzard LogoBlizzard (Source)

Yesterday, we announced a difficult decision—the HGC will not be returning in 2019 and we’ll be transitioning some Heroes of the Storm developers to our other game teams. While our extended Blizzard family working on World of Warcraft, Hearthstone, Overwatch, and our unannounced projects will be getting an influx of much-needed, extremely talented Heroes devs to help them achieve their goals, it also means that we’ll need to change the cadence of support for Heroes going forward.

So, I’m sad. I’m sad because I love this team and this game that we’ve built together, with all of you, and this past year has been such a great one for Heroes of the Storm. The HGC had its best year yet and I was so looking forward to the 2019 season. On the game side, we’ve had a steady stream of some of the most sought-after heroes, amazing themed events, and impactful reworks. We also made meaningful progress on improving core systems and features across the game. We truly hit our stride in 2018, so I’m disappointed that some of the exciting plans we had for 2019 will have to change.

But all is not lost. The team that remains dedicated to Heroes of the Storm is a veritable Who’s Who of developers who have been driving every facet of the game from the very beginning—from people you know and have seen speak publicly about the game for years, to those who have poured their hearts into it from behind the scenes. In short, we’re continuing to develop the game with an incredible team that has the experience and passion required to support Heroes of the Storm well into the future.

The Heroes of the Storm team and I also have a unique opportunity to rethink things and reprioritize. Because now more than ever, our charge is to focus on taking care of you, our players, and to channel all our energy into keeping the game dynamic and fun. This means we’re still committed to regular hero reworks, themed events, and even new heroes. We’re setting our sights on the new goals and timelines for what we want to do with the game from here on out and we’re eager to share those plans as soon as they’re finalized.

So, I’m also excited. I’m excited for my teammates to bring their hard-won experience from making this game to the other teams at Blizzard to help their games be even better. And I’m especially excited for Heroes of the Storm to continue evolving with a renewed focus and purity of purpose.

Thank you for joining us on the journey so far, and please bear with us through these changes. Your feedback is as critical as ever, and continues to guide our priorities and decisions while helping us be better along the way.

Thank you,
Kaéo

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Well as grave as it sounds at first, I think the absence of e-sport can be a big opportunity for HotS. I also play League of Legends and while the focus on e-sports gets bigger and bigger, the everyday gameplay is suffering. So fingers crossed that they will play this out well.

Edited by Thundertree
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Not a big deal imo. Not that the servers are closing and the tournaments will just transfer towards locally organized by organizations. WC3 is living like this for a damn decade and hasn't only not died, but sees resurgence in interest, which even led to remaster now. 

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25 minutes ago, Thundertree said:

Well as grave as it sounds at first, I think the absence of e-sport can be a big opportunity for HotS. I also play League of Legends and while the focus on e-sports gets bigger and bigger, the everyday gameplay is suffering. So fingers crossed that they will play this out well.

I think you may be on to something here.

Lots of people I talk to have been complaining about the homogenization of heroes, and its likely a result of chasing the esports dragon.  

Freeing themselves from those constraints may make some hero designs more wild and fun, at the cost of balance of course.

This announcement still sounds like damage control.  But we'll see.

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27 minutes ago, shanghaied said:

I think you may be on to something here.

Lots of people I talk to have been complaining about the homogenization of heroes, and its likely a result of chasing the esports dragon.  

Freeing themselves from those constraints may make some hero designs more wild and fun, at the cost of balance of course.

This announcement still sounds like damage control.  But we'll see.

Ehr, it's perfectly possible to make wild heroes that are completely balanced. Just accept that they will kinda suck in unorganized play (ie; Tassadar levels of winrate).

Otherwise I agree, except that I don't have much hope for the future either.

Edited by Aasgier
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Chasing the e-sport white whale is a hill I've seen so many projects die on. The factors that make a game a "successful e-sport" that are almost completely out of your control vastly outnumber the ones that are in your control. I feel bad for the people who enjoyed watching HoTS over the years, but I am truly hopeful and encouraged that this shift will allow Blizzard to re-focus on making the game great for their audience, without being pulled in conflicting directions by the "pro scene" and the restrictions demanded by a full schedule of events.

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As I wrote on the other post (and you guys pointed here), it might be even easier to create and balance gameplay without "official pro players".

This sounds bad, but I won't lose my trust on the HotS dev team. My trust on Blizzard as a whole, tho...

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Uncommon Patron

I'm honestly not surprised by this turn of events. I, personally, may not have watched a lot of competitive matches, but I could tell that that particular scene was not as robust as they were making it out to be. And I don't really think that's a bad thing, in the long run. Now they'll have a dedicated team to ensure that the game is maintained and balanced for the future. Without the competitive aspect of the game, we'll likely see more unique changes happening to the game, as the developers who are staying on will have more creative freedom to do more interesting changes, without fear of repercussion from higher ups.

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I would never have played at a high enough competitive level for this to directly impact me as a player, but I will still miss having those references to aspire to.

This change worries me because it pushes away the highest skill tier of players from Heroes, overall lowering the skill level of the game.

With Heroes only ever having held a foothold in the MOBA genre, will the new competitive reality be enough for those who remain to retain an interest and ensure a healthy long-term community?

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IMO HotS was never Esport material.

It was much too focused on "noobs" - which was a good thing and the correct decision!

I played several years ago thousands games of Dota.

But I enjoyed HotS for quite a few games - because it was noob friendly: No outleveleing, no itemsystem, no denying.

If you want an extremly high skill depended game you had Dota and LoL.

Both great games. Blizzard had to do something different in HotS.

And they did the only thing that was sensible: Make it a little easier. No items, no outleveling.

Sure, in HotS the better team will win. But if don't play as good as the others you are not "raped" like in Dota.

In Dota if you are outskilled you get very soon outleveled and outgeared -> You are fucked extremly bad.

As I sadi, a very good decision of Blizzard!

However: It was a decision that made the game much less interesting for "pro" gamer. For Esport, Dota / LoL are much more interesting then HotS.

Is this a bad thing? IMO: No. Who cares if the game is big in Esport? Does that make the game more interesting to play? Do I have more fun playing it? For me: No. And I guess that is true for most player.

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I don't think most people are raging about HGC being cancelled, but about HOW BLIZZARD TREAT THOSE PRO PLAYERS AND CASTERS WHO ARE MAKING A LIVING ON HGC, especially when we have some of the best casters in the world.

Those Hearthstone and Overwatch 'Pros', be careful. Blizzard will suddenly make you unemployed without any notice in advance when they decide that they aren't earning enough money from the pro scene.

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49 minutes ago, ShadowerDerek said:

I don't think most people are raging about HGC being cancelled, but about HOW BLIZZARD TREAT THOSE PRO PLAYERS AND CASTERS WHO ARE MAKING A LIVING ON HGC, especially when we have some of the best casters in the world.

Those Hearthstone and Overwatch 'Pros', be careful. Blizzard will suddenly make you unemployed without any notice in advance when they decide that they aren't earning enough money from the pro scene.

Would this not be the same of any games? if not even worse? Not sure how they could do it better either as if they give notice to the pro gamers "hey we don't know yet but we might not do next year" it would create a worse reaction! here they only say "we don't do that next year". that's more than "no notice", isn't it?!

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20 minutes ago, Slam said:

Would this not be the same of any games? if not even worse? Not sure how they could do it better either as if they give notice to the pro gamers "hey we don't know yet but we might not do next year" it would create a worse reaction! here they only say "we don't do that next year". that's more than "no notice", isn't it?!

So you think "Hey, we're firing you. Get the hell outta here right here right now!" is better than "Hey, we're going to fire you in a month. Go find a new job before you lose your income." ?

If you don't understand what I mean, go take a look on Reddit. Aside from those "Hots is ded LUL", a bunch of people are actually feeling sad for those beloved pro players and casters about them losing their job (and dream) without any mental preparation.

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It severly reduces trust between Blizzard and these pros and commentators. The way it was handled was apallingly bad, weeks of "radio silence", some people from the inside assuring everything is okay and then sudden announcement, when pros learned about it at the same time as other people. It causes a concern for those playing or commentating other games, if they might get same treatment at some point, without prior notice. Starcraft 2 seems most likely to be next (even if this year has been pretty good, who knows with their crazy demands for revenue), probably not a complete shutdown, but some budget cuts wouldn't surprise anyone at this point.

Maybe without pros, they will focus on more casual-friendly balance changes for HotS, but everything with longer queues and infrequent releases of new heroes and maps will lose players over time. They would better announce new hero soon.

Edited by Arcling
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22 hours ago, Dejo93 said:

Press F to pay respects

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished.

They officially left the game to die.

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2 hours ago, Kurosu said:

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished. 

They officially left the game to die.

They....do have a ban system? What do you mean?

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2 hours ago, Kurosu said:

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished.

They officially left the game to die.

Finally at least someone sane in this unending stream of clueless posts. Thank you.

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      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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