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Heroes of the Storm AI Issues: February 24th

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Something appears to be wrong with the game's AI since the latest content patch, Blizzard is aware of it and they're working on a fix.

Strangely enough, the issue hasn't been hotfixed yet, so we'll need to wait for the next patch to go live.

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I saw the updated the AI and while it has never been good, it seems to me like they made it worse?

I just had a game with an ETC that disconnected, the bot just spent the rest of the game running around, not even attacking things. When we pinged, it barely followed and when it did it still didn’t participate in things. Most of the time it went in and just suicided for no reason or was literally on the other side of the map doing nothing useful.

It ended the game with less than 10k siege and 10k hero damage in 16 minutes?

Anyone else seen anything similar?

If Blizzard would like to review it I saved the replay because the AI behavior was just ridiculous.

Edit: Ok the same thing happened again literally the next game… ETC disconnected and the bot just ran around being utterly useless.

Thanks for the report, guys. It seems there’s indeed a hiccup in the A.I. routines; our dev team is aware and working for a fix that will be deployed soon. This issue is being tracked down. Thanks for your patience!

Here's a known issues list that has been last updated on February 13th. We highlighted the AI issues below. Are you currently experiencing any problems in AI games? Let us know in the comments!

Blizzard LogoBlizzard (Source)

UI and Online

  • Players decaying from GRANDMASTER to MASTER are not ending up in a decay state
  • [Target Info Panel] The TIP becomes faded once moved.
  • Blackheart’s Revenge progress is not displayed on the end of game screen if both teams end in a Tie/Victory.
  • Some players are experiencing limited map pools for VS A.I. game modes.
  • After setting a loadout with a skin that uses altered or replaced VO, selecting another skin will cause the previous loadout to reset voice line to default.
  • Boost icons are not aligned at the draft screen in certain resolutions
  • Some player accounts do not have proper Call of the Nexus availability.

Game Content

  • New – [Ana] Contact HealingContact Healing’s search effect size does not increase with Anti-Healer.
  • New – [Ana] Eye of HorusEye of Horus can hit and heal allied vehicles.
  • New – [Ana] Anti-HealerAnti-Healer increases the duration of Biotic GrenadeBiotic Grenade’s healing reduction by the wrong amount.
  • New – [Ana][Rework] DeadeyeDeadeye displays Crit Kickers when no bonus damage is given.
  • AOE seeking projectile abilities are disjointed when Imperius’ Celestial ChargeCelestial Charge channel ends
  • [Orphea] AllegrissimoAllegrissimo does not grant cooldown reduction when Shadow WaltzShadow Waltz kills the Hero.
  • [Imperius] Celestial ChargeCelestial Charge’s targeting indicator moves in two independent sections.
  • Holding Right-Click to move and issuing Attack Move commands can cause the animation to play but deal no damage.
  • Cleansing FlameCleansing Flame can get stuck and desync from the mouse position.
  • [Dead Man’s Stand] Camera Lock takes focus on Misha instead of Rexxar after using the Medivac DropshipMedivac from a boss completion.
  • [Blaze] It is possible for Bunker DropBunker ability cooldowns to get stuck in certain situations.
  • Invisibility outlines are not always visible over Ragnaros’ lava trail.
  • [Volskaya Foundry] Heroes can become stuck or unresponsive between conveyors and nearby terrain islands.
  • [Alterac Pass] [Sylvanas] Possession causes lane units to display the wrong death model.
  • The Raven Army Warcrest and Warden’s Warcrest stop animating when viewed in the shop.
  • At match end, the Queen Nightshade plays default Announcer audio.
  • At match end, the Lady of Thorns plays default Announcer audio.
  • Players can change Event Quest while in draft/during countdown, but will earn progress on the previous quest for that game.
  • [Ana] There are two listings for Healing DartHealing Dart in the Quick Cast Settings.

Localization

  • [CN][Li-Ming] Templar Li-Ming’s Voice Lines are missing in game and Loadout.

Mac

  • New – [Mac] Some players are experiencing issues launching Heroes.
  • New – [Mac] Some players are experiencing crashes mid-game.
  • [Mac][macOS 10.14] Mouse cursor becomes unresponsive in Fullscreen mode.
  • [H.38] [Mac] Old replays cannot be loaded.

Engine and Game Systems

  • New – AI will not prioritize or properly interact with certain map objectives.
  • New – Pinged AI will stand ground or continuously hearth to altar.
  • New – Pinged AI heroes will continue to chase down a target into dangerous areas.
  • New – Enemy AI becomes hyper focused on attacking the healing dummy.
  • Some players are experiencing performance degradation during Brawl Hero Selection screen.
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I had a glitch in a draft where it looked like it kicked me and sent me to the quick match screen. I had already highlighted a character and it had me hovering over him but I couldn’t ready up. As people on my team selected it filled in the slots with their readied up characters. Luckily once we were in game nothing was wrong, but it was weird and if I’d had to switch it would have kicked me.

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2 hours ago, SleepySheepy said:

There is also weird UI in QM screen, one that states you are getting bonus XP for that class, once you press ready it gets half stuck on the bottom of the screen.

Yep, had those green hud pieces stuck under the Ready button.

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I have had a few quirks in AI games recenty. 

First, The AI have not been running out and dying at the beginning of the games. They have been waiting at the gate until the minion wave crosses the gate. Which sounds great but they are literally in the gate and you can poke them down and kill them and they will not move.

I had a really funny interaction as Tassadar against an AI Chen. At the start of the game he came out with the minion wave and i had the auto attack quest for Tass. He literally just stood there drinking the whole time and allowed me to auto attack him for 40 seconds worth of quest until he died. He never moved just kept drinking until i whittled him down and died. Right after i killed him he ran back out, and i did it again.

Also another interaction i have had is when you get an AI target low (around 25% or so) and you start chasing them they will run back to there base. Which is what should be happening, but if you stop chasing ad slightly run the other direction they will stop running to the base and chase you. So you can kind of stutter step them and they will just run at you and you can kill them.

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8 hours ago, Timotheaus said:

I have had a few quirks in AI games recenty. 

First, The AI have not been running out and dying at the beginning of the games. They have been waiting at the gate until the minion wave crosses the gate. Which sounds great but they are literally in the gate and you can poke them down and kill them and they will not move.

I had a really funny interaction as Tassadar against an AI Chen. At the start of the game he came out with the minion wave and i had the auto attack quest for Tass. He literally just stood there drinking the whole time and allowed me to auto attack him for 40 seconds worth of quest until he died. He never moved just kept drinking until i whittled him down and died. Right after i killed him he ran back out, and i did it again.

Also another interaction i have had is when you get an AI target low (around 25% or so) and you start chasing them they will run back to there base. Which is what should be happening, but if you stop chasing ad slightly run the other direction they will stop running to the base and chase you. So you can kind of stutter step them and they will just run at you and you can kill them.

I play almost exclusively versus AI elite (shameful, I know), and I notice all these goofy quirks as they come and go.

That first change they did for AI is probably the only "good" thing that came from this AI patch. Except of course, as you pointed out, they don't wait safely behind their gate and instead do their patented "AI dance" in and out of it, which allows them to be poked a lot, if not outright killed. But at least the seeds of better planning are there, instead of them running out sans minions.

AI Chen has been like that for as far back as I remember. That is definitely not something that came with this patch. He has waaay too much priority on his "I can drink through this!" flag. The only times I've seen him not do this, is if he thinks he can kill you (if you're low on health or squishy), or if he's in a big teamfight, generally. But he's usually the last to die, and even more so when he sits and drinks like he's drinking away the pain of seeing his friends all die.

That last one has been sort of around for a while, but I think them doing it while almost dead is much more pronounced in this latest patch.

Another quirk that's even more exaggerated this patch is their "avoid bad things" AI. They're usually pretty good at staying away from things like Malfurion's roots, Kael's flamestrike, and other telegraphed areas of damage/crowd control - mainly only hampered by their constant dancing along the edges of longer abilities, which can make them actually get hit about half the time, depending on what it is. This unfortunately makes it hard to hit them with telegraphed abilities though, kinda making builds focused around those less fun.

But their main downfall is that they place so much priority on avoiding those telegraphed zones, that they will avoid them even if going through them would save their life, instead of getting killed staying out. Many abilities are basically "fear" spells to AI. Placing things such as Malf's roots or Stukov's lurking arm on their gate will make them dance out of the edge of it, taking all of your pot shots instead of just walking through to safety. Even Probius' warp rifts can be used to almost perfectly herd AI like sheep. One of the best ones, due to infinite duration, is Junkrat's mine. Just plop one down on an objective, and the AI will dance around it like it was a nuclear bomb.

Tossing Kael'thas' living bomb on an AI makes them instantly run off in a different direction, which is good for them not spreading it to allies, but it often makes them put themselves in much greater danger to your other abilities and team because they basically just run away as if hit by Gul'dan's horror. Speaking of Kael's living bomb, AI Kael will make very noticeable beelines to enemy heroes just to throw one, often ending in him massively overextending to do it. It's been somewhat lessened in this patch, but he'll still generally put his life at great risk just to use it.

There's other AI things I've noticed as well (not necessarily bad quirks or patch-related), and I figure I might as well list them while I'm talking a lot about them.

- They instantly see the moment when you stop chasing them and turn around to do more fighting, poking, or whatever.

- They also know when they're just out of vision range to start hearthing or mounting up, which can make chasing them a pain.

- They love to interrupt your abilities. Hammer, Raynor, Brightwing, Morales, Tychus, ETC, etc. will perfectly ruin your abilities to the point where it basically becomes "press R to be interrupted" (it doesn't have to be your ult though). Good luck casting much of anything when up against multiple of those heroes. Makes me really wish there was a "abilities interrupted" area on the scoreboard.

Edited by Anastriana

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I have seen a bunch of times where the AI just moves back and forward in a very small area and never does anything at all.  And yes, pinging and they still don't follow.

I wish the AI wouldn't automatically run into camps and stop soaking a lane when you start a camp.  I will ping if I need help.

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I already thought something was off with the AI lately. We just had a couple of matches where 3-4 enemy bots just went back and forth, hugging a fort, not attacking while being attacked and not running away when being killed. A few days ago we even had 4 enemy bots just running around one of our forts and walked into them from behind committing suicide without attacking the fort. And those are just a few highlights, a lot of these kind of quirks are happening. Really hope the fix is coming soon, even elite feels like fighting beginner AI.

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On 2/25/2019 at 9:16 PM, Morcalivan said:

The AI went to it seems Beginner mode after the patch compared to what it was before.

true that. As a filthy casual who mostly plays against AI for fun (cause I don't feel to grind and all. Don't judge me) the decline of the games has become visible for quite some time now. Most of the time the games are too easy even tho there is a huge difference in the AI per team. While the enemy team AI teams up in capturing/ defending objectives and mostly groups up for team fights, your AI seems to wander around aimless the whole time, making you almost lose every map objective since your mostly fight 2v5 or 3v5 which is really annoying.

Furthermore camps seem to be irrelevant. While the enemy AI used to have some nice camp timings (e.g. capturing a hard or even boss camp shortly before the objective spawns) or even pressuring the map by running from camp to another (esppecially on Blackhearts Bay) - which kinda seemed like a weird bug itself - camps nowadays aren't even bothered (or clearly less) touching.

Another fact is that you can run past an enemy hero while crossing the map without getting attacked, which is very unlikely to happen. Some actions are just not reasonable and I hope they'll fix it in the near future.

 

of course you can say that's the problem of playing against AI instead of QM/TL or HL, but as I mentioned I play the game mostly in my free time after work with friends and use it more to chat and have a good time instead of grinding and tryharding and it really bothers me not being challenged at an entertaining  and challenging lvl.

  • Haha 1

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      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      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.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      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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