Jump to content
FORUMS
Sign in to follow this  
Stan

Heroes of the Storm Reddit AMA Recap: June 20th

Recommended Posts

43998-heroes-of-the-storm-reddit-ama-jun

The Heroes devs answered your questions earlier today on reddit and here's a recap of what they had to say about Hero balance, reworks, and art.

AMA Highlights

  • They are working on AI improvements, but they were not able to do a full rollback when AI behavior became worse, because there were changes to how AI handles things like fighting in lanes, determining objectives etc.
  • They will be updating scripts to make tactical behavior smarter and more reliable -- this includes things like how to take objectives and how to fight.
  • Right now every placed Storm League player has two separate numbers representing their standing in regional ladder: MMR and Rank. In a future update, Rank will be dropped as a separate value and the plan is to directly convert MMR to Rank after each game.  As a result, you will see a bit more volatility in your Rank changes, although the average change will still be somewhere around 200 Rank points. The only source of MMR/Rank discrepancy will be Rank point penalties. After being penalized for deserting a game, one would have to play a certain amount of ranked games legitimately to get those lost points back and bring their Rank in sync with their MMR. This essentially makes the MMR visible as Rank, adjusted down by Rank point penalties (if applicable).
  • The team is overall happy with Mana adjustments from a while ago. They'll continue monitoring outliers.
  • Collision boundaries will be visible to Auriel players soon (Detainment StrikeDetainment Strike).
  • Deth LazorDeth Lazor without taking Hyperfocus CoilsHyperfocus Coils feels cumbersome and if Gazlowe was supposed to receive an update, the ability would definitely get some buffs.
  • Malthael is in a really good spot right now. Both Heroics are viable and he's the third best bruiser in the game right after Ragnaros and Rexxar.
  • Orphea skins are planned for a future patch.
  • Creating the face animations is incredibly taxing for many disciplines within the team, so they decided not to continue continue making dialogue animations for new Heroes.
  • Chen was reworked instead of Tassadar in the latest patch, but the team is still working on adjustments for the High Templar and will release when the time's right.
  • Self-healing will be considered Healing in stats soon.
  • No reworks are planned for Samuro at this time.
  • Statistically, Rexxar is the strongest Hero (57.9% win rate) sitting at about 3% higher than most others. Genji has the lowest win rate right now (43.8%).
  • The devs unveiled more information about the upcoming seasonal questline: Every season, there will be a simple questline, requiring you to win a certain amount of Storm League games. Only players who have completed the questline will be eligible for the end of season rewards.
  • Loss Forgiveness won't be available next season.
  • Storm League won't have forced Solo queue matchmaking.
  • Reckless Strike (Alarak's long-removed level 4 talent) had a bad pick rate and lowered the Hero's skill ceiling so they removed it as part of his rework.
  • They would like to eventually improve the "Looking for Player" in-game tool  to display preferred game modes, but have no timeframe for that.
  • The team has been internally playing around with significant changes to Whitemane's talent tree.
  • The thing with Ragnaros and some other Heroes is this concept of cost. It takes about as much time as it would take us to do 2 or 3 skins to do 1 Ragnaros skin. So they have to weigh in a lot of these things when considering who is or isn't getting a skin.

You can find all questions answered by the devs below.

Blizzard LogoBlizzard (Source)

Is it safe to expect a hero release schedule of 3/4 per year?

Hi, /u/TurbanatorGD! We're not going to commit to a set number of heroes a year as we need to leave some room for us to pursue the things the team is most excited to bring to the game, but I will say that we have some great new heroes in development and we're looking forward to bringing them to you when they're ready!

It's been half a year since the AI bot heroes script was replaced with a version that can't grab objectives and makes other obvious failures. Why hasn't it been reverted to the prior version?

Hi Senshado!

Some background here -- when the script was changed, we also made code changes to how AI handles things like determining how to fight in lane, determining threat at an objective, and other things like that. This makes it harder than we would like to just roll back the script.

Even so, we have been doing targeted rollbacks of parts of the scripts to help get the AI in a better spot.

We currently measure AI effectiveness in a number of ways, but our stats put them at about a 22% winrate before the changes you are referring to.

After the Ana/Abathur rework patch, they dropped to about 18%

With the targeted rollbacks, we are back to about 20.5-21%, though some of their behavior is still not where we would like it to be.

AI is my favorite thing, so be assured that I am working as hard as I can (between providing support for all the cool heroes and reworks we have coming up!) to get them back to a good place.

Our plans:

- In the immediate future we have some backend changes in test with our designers now that should help address some of the issues we have with how our agents select what to do, our plan is to get these to the community as soon as we can.

- We will also be addressing the scripts to make their tactical behavior smarter and more reliable -- this includes things like how to take objectives and how to fight.

- After that there are a number of other smaller scale problems we should be able to tackle... things like how they handle objectives, some pathfinding problems, individual tactical issues (Chen drinks too much!), etc...

Thanks for the question!

Clarification on what "Visible Direct MMR To Rank-Point Mapping" means? (I realize that this question does not fall under Hero Rework, Balance and Art)

Right now every placed Storm League player have two separate numbers representing their standing in regional ladder: MMR and Rank (League tier, Division and Rank points). Ideally, they should be in sync with each other: this is why we have Personal Rank Adjustment rubber-banding Rank to MMR value, and that’s why everyone is re-seeded every season based on their MMR. Strictly speaking though, they change independently: there’s a baseline 200 points change per win or loss, plus-minus adjustments. MMR change is a bit more flexible, and depends on your team, your opponents, etc. That’s why people might end up with their MMR being significantly different from their expected Rank.

The plan is, we drop Rank as a separate value, and directly convert MMR to Rank after each game. That means, average-skilled player would be, let’s say, around mid-Gold. Each time you win or lose, your MMR goes up or down, and the Rank change is strictly bound to the MMR change. As a result, you will see a bit more volatility in your Rank changes, although the average change will still be somewhere around 200 Rank points. The only source of MMR/Rank discrepancy will be Rank point penalties. After being penalized for deserting a game, one would have to play a certain amount of ranked games legitimately to get those lost points back and bring their Rank in sync with their MMR. This essentially makes the MMR visible as Rank, adjusted down by Rank point penalties (if applicable).

We're close to summer and with Brawls always being ARAMs we're not going to have the fantastic Pull Party. Have you considered offering both ARAM and a quirky Brawl together?

Hey there mirithil!

I love me some Pull Party and am personally starting a petition to create a ranked experience out of it ?

As for bringing it back or simultaneously running them alongside ARAMs, it has been talked about but requires some pretty substantial feature work to get everything stood up.

Overall, we have seen incredible engagement around the ARAM map pool and are currently focusing on ways to make that experience even better!

Exactly 2 months ago ago you adjusted the mana cost of a lot of heroes (mostly nerf). How do you think of the mana adjustment? Do you have any metrics to track the effect, whether they're underdone or overdone?

Also, there are several high-mana-cost heroes that were untouched then, such as Tyrael and Valla, do you have any plans for them?

Hey DKWings!

The mana adjustment went over very well, as it accomplished the simple task that we wanted, which was to make mana costs have more parity between heroes. This was more of a mathematical endeavor, so there aren't really any super secret complex metrics that we are looking for to track how well it went over outside of drastically changing any hero's win rate or pick rate, which it doesn't seem to have done. Going forward we'll be monitoring any outliers that we find when doing balance patches or that the community brings up and will check to see how they stack up to the rest of the pack and make changes as needed.

To answer your question about Tyrael and Valla, while they are towards the upper end of the spectrum in regards to Mana tension, they definitely aren't out of bounds. We don't have any immediate plans to lower their costs, but I wouldn't be surprised if they changed at some point down the road (though if/when they do change it would likely be fairly minor).

Given that Detainment Strike has an important direct interaction with terrain, would you please consider making collision boundaries visible to Auriel players?

Yes, I'll do that right now! It's been on the list.

Overwatch heroes are a unique case in HotS in that they each bring their own predefined abilities to the game. Unlike Diablo protagonists, whose abilities are chosen from a large pool of possible builds, or Warcraft/Starcraft heroes who may have a few of the moves they use in their respective game and a few thematic but non-canon ones, OW heroes basically just import their kits directly into HotS (minus talents and second ultimates, of course). But with Overwatch reworking some of it’s own heroes, abilities like D.Va’s and Hanzo’s are no longer fully reflective of their playstyle in their game of origin. Are there plans in the long-term to rework these heroes and put their abilities in line with their OW counterparts?

...also, can D.Va get the ability to ping her Self-Destruct charge? please I’m begging you

It's important to us to have Heroes in HotS reflect their inspiration for their character, but they don't need to be 1 to 1 copies of their most current iteration. This is true when we first make them, and also if they've changed in their original game after we've added them to our roster.

We also recognize that what may work in one game genre may not work in another. While a fantasy and a kit reminiscent of their inspiration are very important, fun gameplay is always first on the list. Sometimes that means we need to diverge slightly from the existing source material. This is true at a Hero's creation, and also with their continued existence in the Nexus.

That being said, we do follow everything that's happening to our Heroes in their original games, and if we see something that's really cool we use it as inspiration for new Talents, changes to Abilities, or sometimes complete reworks if the Hero needs it.

Reworked Chen brought a renewed Storm, Earth, Fire where his earth spirit can slow enemy, which can be empowered to rooting enemy heroes. However, root is not always an upgrade to slow, considering there are some buffs that are specific to slows, such as [[Combat Advantage]].

The fact that root or stun are not considered a strict super set of slow seems unintuitive, and also goes against the fact that most effects that affects slow are describe as "Slowed, Rooted, or Stunned". Can you explain the reasoning behind this design, and whether you'll continue pushing this further?

Hey DKWings!

We intentionally have specific interactions between CC effects and talents that interact with them for balance and design reasons. While I understand the reasoning that a Root could just be a 100% Slow, it does have different properties and the effects have different key words due to how they specifically interact with other parts of the game (for example, Rooted Heroes cannot use Mobility abilities, whereas a Hero who is Slowed by 100% can). We often have specific benefits so that heroes have intended synergies in their own talent trees and so that they pair well with other heroes that we have in mind at the time of design. While it would feel fantastic to say that everything works with everything, it would also greatly limit our design space and make interactions harder to balance, which would over time make those abilities feel more bland.

As an example, if Kel’thuzad’s Hungering Cold talent at 16 benefitted from hitting all CC’d targets instead of only Rooted targets, then its damage would have to be much less, and it would lose its unique synergies with Blighted Frost, Frost Blast, and we would lose the thought process that players would normally go through when evaluating the talent of which other Heroes have common or long-duration Roots to combo the talent with. While the talent could easily be stronger overall, the goal isn’t always to make things stronger and more commonly useful. That’s easy to do, as we can just make everything easy to hit and trigger with no qualifications. However, the larger design goal is to make compelling choices, which is largely defined by what a hero can’t do, even though that may not be as exciting as looking at it from the perspective of what they can do.

To answer your question about Chen’s Storm, Earth, Fire, you’re right that a Root isn’t always an upgrade to a Slow, however the vast majority of the time it is, and in the cases where it’s not the player has the choice of whether or not they want the ability to be a Root or a Slow, so we’re happy with that interaction!

When you release a new hero, they have many unique voice lines specific to HOTS that we hadn't heard before. With many of these iconic characters, do you always end up getting the original voice actor for them? What do you do if you can't? Do you just not make the hero based on that alone?

Hey BigFatDumbBaby! We do our best to get the original voice actor when it’s possible/reasonable to do so, but we do have to take into the account the actors’ availability, actor requirements, etc. When we do have to find someone new, our wonderful Blizzard sound department helps us to find the best actor to fit the role. Their team does a ton of work across multiple titles and handles a lot of the recording process for VO, so they have a ton of expertise in finding the right fit for each character and making sure they match as closely as possible to the previous versions. I hope that answers your question, BigFatDumbBaby!

Gazlowe suffers from the same problem as Azmodan did before the rework. If you do not talent into Hyperfocus Coils at lvl 7, Deth Lazor does not feel good to use. Anytime in the future you are going to make it baseline?

Hi, Overpowerr!

Thanks for the question. I agree, I also find Deth Lazor without Hyperfocus cumbersome to use. If we were to take another look at Gazlowe, improving Deth Lazor usability would be a high priority. Are there other aspects of his kit that you feel could use some improvements? Also, how would you feel if we made him into a Bruiser?

How do you think of the support role? It has the fewest members and one of them is soon to leave (if tass is really getting reworked into a mage)? It also has the nichest position in the current meta.

Hello again DKWings,

This is an interesting question and something that the design team has talked about quite a bit. We have a few special Heroes that really don't fit into the normal Tank/Damage/Healer meta. While we could technically try to force them into it (Vikings become a Melee Assassin), it doesn't quite feel right and honestly may confuse or mislead newer players.

While we don't currently have an elegant solve, I can tell you that we are thinking about it and may make some changes to the role in the future.

One of my mains is Tyrael. In many fights my teammates don‘t see (or see it too late) Sanctification. If we look at Anduins Holy Word: Salvation, the visual effects are massive! Could you think about Tyraels ult to make it seen better?

Hello palpatin0,

We are always trying to ride the razor's edge of how 'loud' abilities are. While we try our best to make sure Heroics are recognizable by both teams, we have to be careful about creating an arms-race that ends up making team fights so chaotic that players can't understand what is happening.

It is a constant battle ?

What is biggest overall gameplay problem bothering your right now? What is something fundamental you want to fix?

Hello Phoenixed,

We are always trying to improve the game in the most meaningful ways possible. As for right this moment - the design team is focusing on finding ways to better educate the player base, make the solo-lane matchup more fun, and create more meaningful back-and-forth counter-play moments for Heroes that feel frustrating to play against.

Are there any forseeable Malthael changes coming?

The changes to Tormented Souls gave him some mobility but damage was his problem because outside of the solo lane he is barely scary, especially with Tormented Souls.

Hey Peekoh!

Malthael, despite popular opinion, is an incredibly powerful hero that is doing well in pretty much every regard. As of this last patch and in recent history of patches before, he has consistently been one of the most powerful heroes in the game who also has good talent diversity. As of Anduin’s patch, he has a 53.1% win rate and is the 3rd best Bruiser in the game, behind Ragnaros and Rexxar. He also has great Hero damage in his games compared to other heroes, despite popular opinion that he only exists to clear lanes. Simply put, he wins games and has for a very long time.

In regards to his talent pick rates, they are also far and away better than most heroes in the game. Many of his tiers have relatively great pick and win rates and he has fewer outliers than most other heroes. I’ll be the first to admit that we wish his Heroic parity was better, which we’ve taken steps to address, but even then there at the highest level of play where people are the most strict about their choices, Last Rites is picked 78.7% of the time compared to Tormented Souls at 21.3%, which, while not ideal, isn’t that bad compared to many other heroes in the game. Also, Tormented Souls has a .4% higher win rate, so they are basically equal in regards to effectiveness.

That Malthael is weak and Tormented Souls doesn’t compete is largely a perception issue at this point, and while it would be great to go in and re-design them again, there are other heroes who need the help more, so I wouldn’t expect any sweeping design changes in the near future.

That being said, he still has some talent issues and like any other hero in the game we will make tweaks as necessary.

We've had a single contest that ended up bringing Janitor Leoric into game a couple of years later. How was that experience? Would you like to repeat it or do something similar? HotS have a very passionate community, in a level I've never seen in any game!

The experience was awesome! It's always nice to see people react to something that they feel they had a part in. We enjoy engaging with you guys especially at a creative level. We have been open to doing another "Janitor Leoric" in the past and that hasn't changed. There are a lot of awesome concepts that I see our community put out. Please rally behind the ones you like. If there's a large backing behind a specific skin it will make it easier for us to make the decision to make that community driven skin.

Art-wise - Orphea's animations are above and beyond the animations on most heroes if not all heroes currently in the game (in my opinion at least, thanks Lana. I still love everyone else's work as well), but is there anything you are allowed to talk about that you are particularly hyped for in the future? Or anything like the Mecha storm video from last year even.

[I understand it is hard to say anything with spoilers]

Wow, /u/DeadWishTV -- THANK YOU! This truly means so much to me to read.

My excitement lately, has actually be waiting for all this Mecha stuff to drop! I got to do an awesome new ready-up for sweet Yrel, a massive behind-the-scenes tune up to Valla, and some awesome mecha combat stuff for both of them. PLUS -- Brittney Gleiter did the siiiiiiiiiickest ready-up animation on Valla that gets me amped every time I see it in queue.

When it comes to the future, I am certainly not able to talk about it... but know this: I am hyped.

Art-wise - What got you into the video game industry, the defining moment of "Oh that's awesome, I want to do that," or did it kind of just happen? Was it hard/scary to get into the industry before it grew so rapidly or did you get into it knowing it would be a steady job?

I have always had an interest in video games. When I was growing up there was little information on how to get into making them. So mostly I worked on my 2D skills. I got into making 3D art and animation in college. After I graduated my connections at the college got me introduced to a local game company making military simulations. Luckily they gave me a shot.

I didn't experience fear getting into the industry. Most people are super friendly. They're all nerds who probably like the same things you like. Generally it's very welcoming. The hard part is leveling up your skills so that you can be among these fantastic people. There is a percentage of available jobs for the amount of people Art Colleges are pumping out. So the biggest take away there is to be critical of yourself and don't live in the "Mom says I'm really good at art" bubble. Of course she says you're awesome she's your mom. Use forums like Polycount or Artstation to get feedback and level up and of course talking to industry professionals is always a good way to move up. Be objective. As Samwise Didier always says. "Remember your ABCs. Always be Creating."

For me, I definitely had a moment. Well.. a few, probably... BUCKLE UP, BABYYYY..

I've always loved video games, but we weren't allowed to own consoles growing up ... which only made me more enamored with them. They weren't forbidden, but they were so special when I had the opportunity to play them that it really resonated with me. (My parents like to joke, now, that they 'knew' the reverse psychology of not having them around would eventually drive me into my successful career.)

Jak and Daxter was the first game that stuck in my head as far as the effort that actually went on behind the scenes - it was the first time that I remember thinking 'wow, that was a cool animation!' (and I maintain, to this day, that the Jak trilogy has the world's most perfect double-jump.) That said, the real 'moment' that I can think of happened to me in highschool.

I made my first animation when I was 15 years old. It was a flipbook, and it was real trite, but I loved everything about making it. Something about animation just clicked with me! From there I signed up for a full animation class, and then another, and then another.

By my senior year I was coming into school two hours early to animate in the lab, I was working in the lab through lunch, and I was babysitting my teacher's kids so I could stick around for a few more hours after school was out - but even then, I thought animation was just a weird hobby I had. It wasn't until my teacher brought me aside, talked to me about my favorite movies and video games, and said "Lana. People get paid to make those."

When it comes to it being hard or scary... I guess I never really felt that way. I was challenged, certainly, but when I was being challenged I knew I was growing. Because it was something I wanted so bad for so long I just knew, to the core of me, that it would work out one way or another, so I never felt afraid. Plus, as Brew mentioned, the industry is an amazing place. We are all professionals working hard to be better at our craft, but at the end of the day, we're making games! This community is about developing fun, so it is filled with joy and silliness and it radiates with with energy that reflects that.

/NOVEL

What are you doing to make the solo lane engaging and reward pushing again? 

This is a great question and has been a vibrant concern of high-level play for awhile now. We agree that the current meta of the solo-lane can end up feeling a bit stale and are actively testing some design changes in order to help spice it up.

We have not solidified anything yet as we want to make sure that whatever change(s) we make, create a better game for everyone. We are definitely listening to the community though and are even testing one of your ideas - replacing the Wizard minions with a lone Sapper so that pushing a wave into a town will deal substantial damage.

We want to keep evolving the game in meaningful ways and the solo-lane matchup is definitely on our minds ?

What's up with Abathur's new Galactic Xenotech skin? When I bought it last week, it was an awesome looking gold skin.Now it's been auto-converted to a bronze-black-orange thing. Why the change? It seemed like it was already done and functional, and we saw a year and a half ago that the skin variant was already done. Is there a way to get it back or something? A (partial?) refund? Seems kind of messed up to do a switcheroo, especially for those of us who spent a bunch of currency to buy it.

We dug into this and it turns out this was a series of unintended events. First, that unreleased gold Abathur skin snuck into the build last year. Then, before the patch when live this week, the behind-the-scenes product update for the patch created a brief window where the gold skin was purchasable, and a handful of players bought it. When the patch went live, the Galactic Xenotech skin that was supposed to release with that patch overwrote the old temp gold product.

We're looking into refunding the currency spent for anyone who purchased the gold skin during that time window where it was available, and we're discussing releasing the final version of the gold skin to an upcoming patch so those of you who have been looking forward to it can get your hands on it.

Sorry about the switcherooing - definitely not what we were going for. Thanks to everyone who called this out!

Could you fix Anduin's facial animations in draft? He is the only human hero who uses protoss psionics to talk. His mouth doesn't move.

Hey! Really great question and happy you brought it up. TL;DR - the dev team has decided not to continue making dialogue animations for new heroes.

Creating the face animations is incredibly taxing for many disciplines within the team -- most notably, it takes up precious tech art resources, and an incredible amount of animation time without actually giving us a result worthy of the time spent.

Speaking strictly from an animation standpoint, it takes weeks to get through even just a portion of the dialogue a player routinely sees (in portraits, store, and hero select). Even within that animation, only a portion of it is polished, while the rest remains procedurally generated. And even THEN, that's just for English! Heroes is localized into 12 languages for game dialogue, so there is a massive subset of the Heroes playerbase that doesn't get that level of attention at all! (And that's just one piece of the pie!)

It's pretty easy to get tunnel vision, but we really do take our core values seriously. Thinking globally, it would take many, many more animators many, many weeks to go through the hundreds and HUNDREDS of lines to do it properly... so instead I get to focus my skills on making more badass art for you guys to enjoy. Personally, I think it's worthwhile trade.

PS: HUGE shout-out to our incredible localization team for all the amazing work they do. Too long have they been unsung, but they are a huge part about why we are able to share the game as widely as we do, and how we're able to have such a wonderful community!

I thought Tassadar was coming this patch. Don't worry, I can wait. But is there a timeline and/or any teases for Tassadar's rework? I can't wait to burst enemies down with a mage Tassadar. ?

Hey there DKWings,

Chen bullied out Tassadar for this release, but fear not the High Templar will have his time. The release date for him has changed a few times, as we keep designing cool things for the rework and art is scrambling to help support all of it. While we are calling this a rework, it really is much more than that.

While I can't give an exact timeframe - I can say that it will be well worth the wait!

A question for Oscar: can you please tell us a little bit about the artitstic challenges and the different ideas during the design process for the realm lords?

HI! YEAH i can! So these were actually first created by Samwise Didier, some of the realm lords were even concepted before the game's launch (like Blackheart) and some others later on. I'd actually say the only design I changed radically, was the Raven Lord. Sam's original concept had him be a lot older, which looked great! But felt a bit off for Orphea's age, so I did a pass to make him younger. But the rest are pretty much just Sam's concepts that I've either drawn in my style or very lightly tweaked!

Can self shields be considered as "healing" in stats? same as self-healing? (Zarya , Artanis come to mind). And in general, many heroes don't have that stat counted for their healing.

Hi, fycalichking. Thanks for the great suggestion! I will certainly look into this.

Does Blizzard plan to ever address Samuro's core design problems and toxic playstyle?

These are the problems for those who may not know:

  • He's entirely dependent on a level 10 heroic to be able to function as a hero (Illusion Master), this both makes him extemely unfun and restrictive before level 10 while killing his viability in that tier and any subsequent tiers that buff said ability (level 20), on par with the other choice being extremely subpar at both level 10 and 20.
  • Said level 10 heroic is broken beyond belief, it takes what is arguably the most useless base hero in the game and turns him into a broken PvE machine that needs to be kept extemely underpowered at PvP, otherwise he breaks the game, as a result Samuro is extremely unrewarding and unfun to play optimally
  • His talent design is honestly horrible and filled with overlapping talents and generic upgrades, i would say he's one of the very few heroes that actually needs a complete talent revamp.

Hey Blackstar_9!

Thanks for taking the time to write Samuro feedback. While we do not always respond, I wanted you to know that I have read your feedback and have read a lot of the Samuro community’s feedback on the hero.

I am also a very avid Samuro player and have been playing him both internally and at a GM level on Ranked for quite some time. You can even ask the other designers, I basically have a ban on not being allowed to play Samuro because of how much they hate fighting against mine ?

I totally get where you’re coming from about Illusion Master being a frustrating playstyle that currently defines the hero. To give a little history about how we got to where we are, when Samuro first came out Bladestorm was the way to play and Illusion Master was a niche pick. With his last rework we wanted to keep and improve on the Illusion Master playstyle because Samuro’s fantasy was about switching places and being tricky with his clones, so we made part of it baseline and made his kit more about that aspect of the Hero.

Today, however, you are correct that Illusion Master defines a lot of what Samuro wants to do, and that it’s not particularly fun to play against. While I disagree about the severity of the commonly held belief that he only wants to split push and that his team-fighting is non-existant, I do agree that his balance of power is too much in that direction.

Sadly I don’t see a rework for him coming anytime soon. We simply have other priorities right now, and Samuro received a rework relatively recently whereas other Heroes who deserve one haven’t had one for a much longer time (ex. Tassadar).

That being said, I am totally open to simple suggestions to solve his core issues, and am willing to review them as potential balance patch changes. Please feel free to post suggestions for him below, and I’ll look them over and see what we can do.

Edit: One limitation that I'd like for you to consider when giving feedback is that I don't think we can get away with the common suggestion of making Illusion Master baseline. The first reason is that it would hugely increase the skill floor of the hero and make him almost impossibly difficult to approach for players who want to try him out since mastering Illusion Master would be required to play Samuro. The second reason is that we would need to create a new Heroic for him, and creating Heroics requires a whole lot of time and effort that would take away from other important places like new heroes or other important reworks.

Balance side - Who do you feel is/are the strongest heroes according to your stats, weakest heroes, as well as the most underrated (hidden OP) heroes. Stats wise and/or personal opinion wise.

Purely statistically, Rexxar is the strongest Hero in the last month. He's about 3% higher than most others, putting him in a tier of his own at 57.9%. He's played less often, but it's still a significant amount of games. We've always seen him high on the list, which is partially due to him being a niche Hero that's often picked on favorable Battlegrounds. However, when looking at overall Hero win rate information we typically filter out anyone that's below roster level 10 in a Hero to remove learning curve from the equation (so the "only experts play Rexxar" has less impact here, though still somewhat applies).

The pack is pretty close after that to be honest, there's a very gradual curve of winrates after Rexxar right now.

On the bottom end, Genji is the lowest winrate Hero at 43.8%. He's still a strong pick in the right situation, but we've found that when he's too strong he pushes out too many other Heroes and limits the metagame. And to be fair, I don't think many people are upset when a Genji is on their team due to his power level. My personal opinion is that a large part of his lower winrate is because doesn't fulfill a lot of the checkboxes that make poorly drafted team comps work in unorganzied play: wave clear, sustained damage, global presence, CC, or self-sustain.

I don't know that I have a personal sleeper OP Hero, but I do know that some of our less standard Heroes get a bad rap. Murky and Probius for example are actually doing fine in terms of their winrates, but teams often tilt when allies select them due to not understanding how (or sometimes wanting) to play alongside them. Sometimes they're wacky and do weird things, but that doesn't mean it isn't effective or viable. We're still happy to have them as niche picks since playing every game with a wacky Hero gets old pretty quick though.

Fun fact: Diablo and Garrosh are in the bottom 7 in terms of winrate, even though they're some of the highest banned Heroes. At Platinum and above, Diablo is the second most banned (41% of the time), and Garrosh is the 5th most banned (22% of the time).

Bonus fun fact: Kael'thas has one of the wildest divergences of ban rates depending on league. He's at an astronomical 55% ban rate in Gold and below, drops to 31% in Platinum and Diamond, and is only banned 3% of the time in Master. The fear of not spreading out from living bomb is real at lower levels of play, even though his winrate is only slightly different (53% in Gold and below, 51% in Platinum and above).

Unconventional Heroes like Abathur, Murky and the Vikings are what initially drew me into the game, but I remember reading somewhere that another Abathur-like Hero would not be made. Is it because these oddball Heroes are hard to balance? Can we expect to see more of them?

I wouldn't say that we will never make another unconventional Hero (we love them!). However, these kinds of Heroes do take a lot of extra massaging in order to feel both fun/fair to play with and against.

Balancing them will always be a bit tricky, but that honestly takes a backseat to the problem I just listed. We have to be very careful with Heroes that tend to warp the game around them, as nine other people in the game will be affected.

Question for animation team: do you rely on motion capture tools to have a beginning or do you start from scratch?

We do not rely on motion capture tools! Everything is keyed by hand.

They are powerful and awesome and doing great things for many games, but they are particularly good for getting realistic character sets with like....THOUSANDS of animations on a single character.

Our characters have a lot of animations, certainly, but we cap-out around 120, I think -- and with the nature of our pulled-out-top-down camera, we get more out of hand-keyed, really exaggerated motion than we would out of robust, nuanced mocap.

You said that next ranked season will have something called seasonal questline. What is it?

Every season, there will be a simple questline, requiring you to win a certain amount of Storm League games. Only players who have completed the questline will be eligible for the end of season rewards.

Will loss forgiveness be implemented with changes stated in the blog when the season starts as well?

The Loss Forgiveness is something we’ve been planning for a while, and made some progress with. It won’t, unfortunately, be available next season, but that’s definitely something we want to have up and running as soon as possible, along with some other safety nets against AFKers and leavers in Ranked play.

As for the MechaStorm II skins, can we show the head of the pilot instead of the mecha on the lower left corner? Just like Fenix and D.Va.

Those mecha pilots are teeeeeeny tiny -- that means their textures are also teeny tiny. If we were to blow them up to fill out the size of the portrait window, they unfortunately wouldn't be able to support with the right amount of fidelity. It's a cute idea, but in the end, cost of the work required to create two additional models just for the portrait window would have taken a lot of time away from devs doing more impactful things.

Plus, for me, I'd rather see my badass mech!

When you introduced Storm league, you said it will include an option to have a forced solo queue matchmaking, where you are put versus other people that solo queued, and the points you earn will count towards the same total as if you queued with other players. I think it's important to have this type of "Hero League'' play, as matches feel not balanced when you face a premade group and you are a random solo team. We should have an option to queue solo, why did the team give up on that?

Adding strict “Solo queue” option would essentially take us back to the pre-Storm League days, matchmaking-wise. That means separating the single ranked player pool into two, and we already know that this ends up in unleasonably longer wait times for the less populated pool of solo-queuers. One compromise solution could be making the queue population separation dynamic, so that people could be automatically moved from solo-preferred pool to more populated party-queuers pool, should they spend too much time in queue. That will increase the matchmaker complexity significantly, and might not be as beneficial as one could expect. Still, we’d love to give players more flexibility around their queuing and matching preferences, so we’re trying new things and running simulations on how to make it happen without sacrificing too much of matchmaking quality and wait times expectation.

As an exclusive vs AI player, I'm always amazed to see how fast the queues are and how rarely I see the same players, as well as how generally chill they've been. Is there a significant portion of the playerbase that actively plays this mode, and does it ever get any consideration when working on the AI's behavior? Thank you for all of your work!

Thanks for the question! Aren't insta queues great? VS AI is near and dear to me because I also find it relaxing! Who's your go to hero for VS AI?

On the subject of the AI system, it is and has been one of our top priorities. In fact, I am currently working closely with our engineering team to make sure that the VS AI experience is improved. Although we don't have anything specific to share, we're actively testing improvements that we hope to get out to the public as soon as possible. Stay tuned!

Are there heroes that, after visually designing them, you've thought: "We shouldn't have done it like that." because your ultimate design choices made the character more difficult to manage in terms of fine tuning their animations, creating new skins, themed abilities, mount interactions, et cetera?

Reply #1

Thanks for the question. Game development is a very iterative process. When we begin working on something new, we start with an idea. That idea evolves and changes over time as people playtest and give feedback. Sometimes this goes smoothly, sometimes we hit hiccups and have to change our initial design or ideas. Because game development is a team sport, it means that any change made will have a cascading effect on any people or departments that need to do work after them. If design changes an ability from a missile to an aoe, the animation needs to change, then the FX have to be update, the sound might have to be altered, the ability will need to be retested etc. etc.

At the end of the day, we only have so much time to work on assets. Sometimes in order to complete assets on time we have to commit to doing something that might make future updates more difficult. A great example of this is Ragnaros. He is a very FX heavy character that we all want to see with new skins (No really, we do!). But the time involved in doing it properly means we have to adjust our schedules accordingly.

TLDR: Yeah, we are always learning how to create content and assets better and faster.

Reply #2

Dehaka, actually! Not from how he turned out, he is my sweet baby boy, but how we approached creating him.

When we modeled him, we have him standing very, very upright -- to match the version of Dehaka you'd see in Heart of the Swarm. However, as soon as we started playing around with his model in game, there was fear that he was pushing into Diablo's visual territory. Trev asked me to do some exploration on the posing to really differentiate the silhouette. It worked out really well because the hunched-over dino look made him feel more like the feral zerg that he is, and we all fell in love with the move set.

Unfortunately, the team didn't have the time or structure in place to go back and reassess the model with the new posing. As such, you can see on screens like the Store or QM Hero Select, the textures on the underside of Dehaka's neck are, to this day, suuuuuper stretched out...because I, ahem, kind of broke him. There isn't enough geometry there to truly support that pose on the base and master skins, but the silhouette differences were important enough that we shipped him like this anyway!

Now it's something we are aware of, so we compensate for the new posing going forward, but it was an oversight that kind of bit us a bit, in the end.

Now I am coming up with a probably extremely niche question about Alarak, but I feel like it should be a relevant one nevertheless and I will try to explain why. Alarak is and even more so back then was my most played hero and I play him quite successfully, and there is one issue that keeps nagging on me since a long time.

In 2017 you significantly reworked Alarak. One change that never got much attention was the removal of his old level 4 talent "Reckless Strike". What the talent did was reducing the delay of his Q ability to 0.25 seconds, making it nearly instant, at the drawback of becoming vulnerable for a short duration after hitting your Q, gaining -25 armor (the other drawback being the opportunity cost of missing out on the Double Cross talent that you decided to make baseline with the rework instead).

Now Reckless Strike was not a popular talent at all, and most people didn't consider it a useful talent, but I myself really liked that talent, had success with it and I think it also always had the higher winrate on hotslogs than Double Cross. Not only did Reckless Strike enable Alarak to counter very mobile heroes with escape abilities like Tracer, Genji, Tassadar much easier, it also generally enabled a very fluid playstyle that was very cool and made Alarak more flexible, because it also made your Q much easier to hit without pushing people with Telekinesis towards you for the standard combo, allowing you to use your Telekinesis a bit more freely instead, for example to just push yourself towards opponents and still be reliably able to hit your Q afterwards or use Telekinesis to peel or enable allied combos more often (an idea you seem to like, because you recently gave Alarak a new level 1 talent that reduces the Telekinesis cooldown so we can use Telekinesis more freely).

On the other hand the drawback made it so you had to be smart with your Q timing so that it does not bite you in the back, but could be also again mitigated by Alaraks Counter-Strike ultimate ability, both negating the risk and maybe even punishing the opponent by baiting out a counter-attack on Alarak just to again counter it with your own Counter-Strike ?

So maybe I could make a convincing argument for this talent and end it with the question: Could you imagine bringing back this talent or functionality in some kind of fashion to Alarak again at some point? ?

There were two reasons why we got rid of Reckless Strike on Alarak. The first was, as you pointed out, it was very hard to get people to want to pick the talent. It had a pretty abysmal pick and win rate compared to other talents on the tier. I believe we could have buffed the talent with tuning to get people to pick it, but I don’t believe we could have done it in a healthy way for Alarak or the game.

The second reason why we got rid of the talent was that it was a skill-lowering talent that made Alarak significantly easier to play (which is why it had the Armor reduction drawback). As a general philosophy, we try to steer away from talents that lower the skill of a hero too much (Li-Ming’s Ess of Johan also fell into this category). The primary reason why is that tuning these kinds of talents usually becomes incredibly difficult over time, as they flip between being too strong and too weak very quickly, and tuning them properly usually results in creating weird gameplay that eventually becomes unhealthy for the hero.

To give you an example with Reckless Strike, let’s do an exercise where we want to “solve” the talent with just tuning.

Let’s say the talent is currently too strong and we need to nerf it. The negative Armor cap is -25 Armor so we can’t make it even lower without creating a special exception which we’re not going to do (if we did it would open up a huge can of worms that we’d rather stay away from), so we’re stuck with nerfing the delay bonus that Alarak gets on his Q, or increasing the window of his vulnerability. The bonus is already very small, so changing it from .25 seconds to .2 or .15 seconds has a very low chance of changing people’s perception on the talent, and it makes the talent feel worse to pick since that’s the cool bonus that it’s giving. Let’s say that we try that and unsurprisingly it doesn’t work. Now we have a less fun talent that’s still too strong. After that we’re stuck with increasing the Armor reduction window, which we could do and it might work, but now you have this weird talent that tells you to use Discord Strike more often because it’s more accurate, but players will constantly be scared to use the ability because the window where it can backfire and kill themselves is so high. There’s also a duration threshold where the talent likely hugely backfires if the Armor reduction duration is longer than Discord Strike’s Silence duration, since the target can turn around and blow up Alarak after being Silenced.

If the talent is too weak, which was the case, then we can reduce the delay of Discord Strike even further, but that takes away even more from the heart of the ability at a base level and makes the talent even more transformative. Discord Strike has always been intended to be a hard-hitting ability that is very punishing when Alarak hits an enemy Hero with it. This could result in us needing to balance/nerf base Discord Strike due to its interactions with this talent, which could hurt the hero overall and further pidgeon-hole players into having to pick Reckless Strike to be effective. We could also reduce the Armor debuff and window of time that Alarak is hit with which would likely get some traction, but there would absolutely be a cutoff point where the curse of taking the talent is no longer meaningful, and people immediately flock to the talent and tout that it’s the only way to play Alarak because he can’t reliably land his Discord Strike without it, which would likely result in the playerbase clamoring for us to just make the reduced delay baseline since Alarak “can’t be played” without it.

A lot of these are hypothetical scenarios and don’t even cover all the potential cases, but they have absolutely played out on other heroes, and rather than try to manage the headache on a talent that wasn’t popular and had a low chance of being successful, we decided to cut it in favor of talents like Chaos Reigns, which we felt were much more reliably fun and powerful.

There were absolutely some cool things about the talent, but I believe it was the right call to remove it in favor of what Alarak currently has.

I wanted to thank you guys for the current Mecha event. I really like the idea of involving a little bit of story to it and I hope we will see a bit more of that for the upcoming events. I don't expect you guys to put a ton of story in them but having a little bit to read certainly feels good to me.

Why does the new Valla Skin cost 2,4k shards and the Yrel one 1,8k? Is it because the Valla model was a bit more difficult to make or did you add "better" VFX effects to it? I don't mind the price difference but I am curious to why.

And I do have a wish for the next events; could we please see all the quest rewards while selecting the quest/quest chain? Currently if you pick for example the body armor quest line, we don't get to see the portait we are able to earn.

When it comes to skin pricing there's a lot of factors that go into it. Hopefully it's not a case of "better VFX" as we try to put the best quality into everything we make. But certainly some skins are chosen to receive more visual updates than others. In this case the Mecha Valla skin has significantly more asset changes compared to the Mecha Yrel Skin. Including an updated model, animations, FX and sounds. Those new wings on Yrel are pretty sweet though!

Any plans on improving the "looking for other player" feature? Right now it's only possbile to look for other players, but it would be nice if i could look for other players and let them now what mode i want to play (ranked, vs AI, QM, brawl).

Sounds like a very good idea. Heroes is a very cooperative-focused game; having more tools to build better parties is something we’d love to focus on. No promises right now though.

Do you have any plans for Whitemane? I personally feel she is in a pretty good spot, maybe on the weaker side, but she tends to rely on her W talent at 4 a lot. Just curious if she is being looked at. I think she is easily the most fun support to play in the game right now and I love managing her mana.

Maybe if she got some healing baseline from her abilities without zeal she would spend less mana and benefit her aggressive playstyle.

Whitemane's core design was built around having players manage her Mana consumption. When you look at her talent tree (specifically her level 4 talents), they each offer ways for people to 'cheat' this design. This makes it fairly difficult to balance, as whichever talent allows her to cheat the most ends up dictating her build path.

We have been playing around with some significant changes to her talent tree internally and I would expect that you guys will get your hands on them sooner or later ?

Art-wise - I have heard Blizzard primarily uses 3Ds Max/Zbrush for their games, is this true for HotS? and what would you suggest the best way of getting into the HotS art team would be?

(Yes I know you can use any program and it is more about the concepts of proper mesh flow/polygon managment/workflow/ ECT, but knowing what programs you all use for animation/concept design/3d modeling/rigging you all use?)

(Also yes I know you shouldn't focus on getting into any one specific company/specific game because you will learn great things everywhere, but still best sugestions would be apreciated)

We use 3Ds Max as well as Maya. For High poly models we use mostly Zbrush. I prefer using Modo for low poly polygon and hard surface modeling and UVs. Getting comfortable with the big two (3DsMax and Maya) is a good place to be. Mainly you're looking for a program that makes the most sense to you. Focus on creating a good result.

Once you do that the concepts that you use modeling will transfer between software later. Every studio is going to have proprietary tools as well which you won't be able to prepare for but that's expected. These programs are just tools. Learn keyboard shortcuts to speed up workflow. A lot of tools have similar shortcuts in multiple programs. If they don't you can change them to something that makes sense to you. I like to keep my most used hotkeys closer to my left hand as my right hand is usually on my Cintiq.

What we look for in a candidate is someone who can produce a good result as well as someone who meshes well with the team. Interfacing with people is important and if you're hard to work with you're probably not going to get the job. Hope this helps!

How many people usually work on hero reworks? I want to be a game designer one day, and I'm curious on how the process of creating a new hero (or altering an existing one) works, could you give me some input on that?

The rework process actually happens pretty organically. A single designer will normally take 'point' on a rework. They start by creating a list of goals for the rework, and then paper-designing changes to help achieve them.

Once they are happy with the changes, they will send this 'pitch' out to the rest of the design team, at which point they all jump in to share individual feedback, suggestions, and concerns. The design owner will then address all of it and send out a second version. This process will repeat indefinitely until the team, as a whole, is happy with moving forward.

At this point, the owner will begin implementing the changes. Once in, we begin playtesting (normally unearthing a bunch of fun bugs) the changes. After a session of testing, we will always find a few things that looked great/fun/exciting on paper but did not pan out to be as good in action. We will address these issues and begin work on 'iteration 2' of the rework. Again this process gets repeated as many times as necessary - and often differs from designer to designer (for instance, I am known to start pretty extreme and go through a lot of iterations before finding the right magic, while some of the other designers favor a more subtle approach and can find it much quicker).

Once we are happy with the design, we will list out any art/fx/ui/sound needs and hand it off to the rest of the team. When all of this is costed out, we align to a good release date and use the remaining time to really hammer-down on balance testing in our playtests.

I am sure I have missed a few things, but I hope this gives a bit of insight into our rework scheduling! I will leave you with one last fun piece of information: at this exact moment we are currently working on eight different reworks, all of them differing in size and scope ?

How much is the average time for each team (concept, mechanic, programming, design, movement, sound...) to finish a hero? How do you manage to sync while working on multiple heroes at the same time?

Time for each team varies pretty drastically based on which hero we’re working on. Some heroes might be super heavy on FX (Ragnaros) or animation, while others are simple on the art side but require some complex engineering or design work (Deckard) to make them happen. When we start a new hero we get together with all the teams involved and estimate the difficulty for each one, and sort out our timelines from there. We have frequent meetings and daily status syncs to make sure everyone’s on the right track with everything. Producers like myself make sure everyone’s on schedule with things so the other developers can focus on getting their tasks done!

Is there any intention of giving Ragnaros a new skin?

There is a lot of intention! There's so much intention. The thing with Ragnaros and some other heroes is this concept of cost. It takes about as much time as it would take us to do 2 or 3 skins to do 1 Ragnaros skin. So we have to weigh in a lot of these things when considering who is or isn't getting a skin. In a perfect world, everyone would get skins all the time!

Regarding the upcoming changes to Storm League and finally implementing things that the community had asked for a long time, Why now? Why not during 2.0? Why not when PBMMR failed? Why are these changes ok now but not before? What has changed?

Hello Fabbubot,

Nothing has honestly changed - we have always been listening to the community and worked towards bringing the most meaningful changes possible to the ranked play experience. As for everything coming with the inaugural Storm League season, we honestly just felt like this was the right time.

A huge thanks to our features-team that have been working extremely hard to make all this happen!

I think right now some heroes are not really smooth in their gameplay. Let me explain, i think a hero like Mephisto is really clunky. I think i know why, you feared he will destroy everything. But now, i think he should has improvements like Artanis had previously about his combo. The fact you can't control the return on the shadow like a wormhole is really frustrating and low the skill of the hero.

I have this feeling for Mephisto, DVA, Xul, Butcher, Hammer (the rework has made her monobuild and mono gameplay). Do you have plans about reworks ou just changes for them ?

We do have some changes planned for a couple of the Heroes you mentioned but I wanted to mention that sometimes that 'clunky' feeling you have when playing a Hero was intentionally created by the designer. While the design team often wants to make a Hero feel as good as possible, sometimes the 'design pillars' of the Hero are in direct conflict with doing so. For example, we have actually playtested a version of Mephisto where he had control of his shade return and we ended up not shipping it. A lot of the time, predictability in Hero abilities is extremely important and makes playing against them feel more fair.

Share this post


Link to post
Share on other sites

Thanks for the summary. Sucks that there was not that much useful information in the full text though.

Looks like ranked changes can be ignored due to this change being only cosmetic? Even if not, I highly doubt this can provide for any actual change in match quality and climbing on old accounts, smurfing will always be much faster and more efficient.

 
 
 
5 hours ago, Stan said:

Malthael is in a really good spot right now. Both Heroics are viable and he's the third best bruiser in the game right after Ragnaros and Rexxar.

Depends on what "spot" they are referring to, if they mean a solo with ok sustain and mobility to stay in lane and occasionally take camps, he sure is. Other than that he is very much worthless on objectives and in team fights. His pushing potential is also limited to fast minions clearing since his aa damage is very low. Jesus Christ, the whole part on Malthael is pure gold in terms of laughs, so, Tormented Souls being completely useless compared to Last Rites is a "perception issue" ?, and this .4% win rate thing... 

I wonder why they've addressed the very niche Alarak talent question but not the situation of him being overpowered by the point of actually being a broken hero. All his current talent choices are 100% effective and playable, I don't think there is another hero with such great talents in HotS right now. And he clearly gets too much compensation to balance out his "downside" which, I think, is more skillcap than actually the need to snowball and dying penalties. He clearly has too much utility, mobility, silence, self-sustain, tons of damage, good defensive options, great auto-attack animation, etc.

 

Other than that, it really looks like completely new guys are now working on HotS now, as it seemed by a couple of last patches (backward changes and really unbalanced and buggy special event questline). Again, they are too much reliant on statistics and win rates, which, combined with disregarding "games played", always leads to inaccuracies. But I guess I should be happy HotS is still somewhat alive, 

Share this post


Link to post
Share on other sites

Too much of "we're working on it/thinking about it" type of answers. If we are going to see some of these changes go live, it's likely going to be a 6 months wait. It's safe to assume we can expect hero release schedule similar to Overwatch, 3 per year (or 4 at max).

Share this post


Link to post
Share on other sites
On 6/21/2019 at 2:59 PM, Kuarinofu said:

Depends on what "spot" they are referring to, if they mean a solo with ok sustain and mobility to stay in lane and occasionally take camps, he sure is. Other than that he is very much worthless on objectives and in team fights. His pushing potential is also limited to fast minions clearing since his aa damage is very low. Jesus Christ, the whole part on Malthael is pure gold in terms of laughs, so, Tormented Souls being completely useless compared to Last Rites is a "perception issue" ?, and this .4% win rate thing... 

Malthael can still be very dangerous in the right team composition. And he is a beast in the endgame under the effects of Nano InfusionNano Infusion.

I still think they should buff Tormented SoulsTormented Souls a bit more, maybe passively increasing the damage of Reaper's MarkReaper's Mark or something.

On 6/21/2019 at 3:30 PM, SleepySheepy said:

Auriel rework possibility!

Auriel is one of my mains, and I think she is perfectly fine the way she is. I don't think there is anything worth tampering with. Maybe except making Reservoir of HopeReservoir of Hope baseline for Ray of HeavenRay of Heaven and nerfing it considerably.

Share this post


Link to post
Share on other sites
Uncommon Patron

Malthael could use a tweak to Tormented Souls at least as following: Wraith strike is refreshed on cast and every 4s. Its lvl 20 upgrade could also be made to have synergy with the recent change: While Tormented souls is active, kills refresh wraith strike. I suggest these for balance and also because I want to see a Wraith strike build.

 

Other changes should be added to Orphea as it is very hard to see where she is aiming and where her waltz will land, the animation is confusing on this part as she is seen as a 2d hero than 3d(from my perspective).

Share this post


Link to post
Share on other sites
On 6/24/2019 at 7:14 PM, Valhalen said:

Auriel is one of my mains, and I think she is perfectly fine the way she is. I don't think there is anything worth tampering with. Maybe except making Reservoir of HopeReservoir of Hope baseline for Ray of HeavenRay of Heaven and nerfing it considerably.

I wouldn't mind seeing something like this happen.

https://us.forums.blizzard.com/en/heroes/t/idea-for-auriel-rework/22184

Share this post


Link to post
Share on other sites
Uncommon Patron
20 hours ago, SleepySheepy said:

I wouldn't mind seeing something like this happen.

https://us.forums.blizzard.com/en/heroes/t/idea-for-auriel-rework/22184

Or you could make Resurrect into Mass Resurrect and strap a 120s cooldown on it.

I have also noticed a trend in reworks: the heroes are changed and buffed then nerfed again to the same level of power they were before or even lower(Butcher, Rexxar). Lets see what happens with Chen . 

Share this post


Link to post
Share on other sites
6 minutes ago, XeaKon said:

I have also noticed a trend in reworks: the heroes are changed and buffed then nerfed again to the same level of power they were before or even lower(Butcher, Rexxar). Lets see what happens with Chen . 

This is also a trend with new Heroes. They often come out slightly overtuned, so Blizzard can balance them later.

Share this post


Link to post
Share on other sites
Uncommon Patron

The reworks I mentioned could (or more like buffs to Rexxar) were supposed to give some quality of life imporvements(the meat stacks and now removed abatoir) while giving the a moderate buff.

Rexxar now takes camps much slower(easy prey should work on Misha,Charge! only on mercs now to retain the pre-buff power ) and Butcher received a nerfs to his healing, attack power, armour. He(Butch)  can reach max stacks almost as fast as he did before his changes.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] No longer deals reduced damage to Summons. Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR 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 has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      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.

×
×
  • Create New...