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Heroes of the Storm AMA Recap: August 8th

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The Heroes team answered your Qhira and Storm League Season 1 questions on Reddit yesterday and here are the most interesting highlights.

AMA Highlights

  • The team would rather announce features and things that are in the works when their delivery is imminent because, in the past, they've shared something they had in the works only to never deliver it. There will not be a roadmap, but the community can expect frequent balance changes, requested features/improvements, reworks, the quarterly seasonal themed events, evolving Storm League seasons, and new Heroes going forward.
  • They have no plans for a Mega Hero Bundle 2.0 at this time.
  • The team is internally changing improvement to the game's AI in terms with the goal of improving fundamental decision making while more accurately establishing and validating different goals and threats.
  • They all miss Kevin and are excited to see what he does next. They want to do better with providing information in the Hero trailers moving forward (Qhira's trailer was not narrated).
  • They think of teasers as a fun way to build excitement and discussion about what's coming to the game next. They will continue with that in the future.
  • The team is internally exploring a gifting system that they want to release in the future.
  • Overwatch has received positive feedback for limiting queuing to solo and duo queues at high ranks which could also be a good solution for Heroes, but the game is intended to be played with friends, so limiting the queuing to solo and duo queues is against the game's core philosophy, but at the same time, they understand how unfun it is to play against a 5 stack in higher ranks, which is why they're exploring different approaches to the issue at hand.
  • There are currently no plans to change the menu background in the foreseeable future.
  • As much as they love Orphea and Qhira, they currently have no Nexus-born Heroes in development, but several Blizzard Heroes.
  • The emote wheel may return in the future.
  • One of the original intentions with Hanamura was to create a two-lane map, where the "third lane" were the camps in the middle of the map. It's fine if the map objective isn't as powerful as other objectives. They are still discussing some smaller tuning changes (like increased respawn timer on the Samurai camps).
  • The designers are actively exploring ways to provide data gathered by performance-based matchmaking to players to help them improve gameplay.
  • They've pulled away from death traits since Junkrat's release because they don't give any value when you are playing well and not dying.
  • There are no plans for user-generated content right now, but they are paying attention to the highest-desired skin ideas from the community and would like to do another skin like Janitor Leoric and Azmodunk Azmodan.
  • Gnoll camps on Alterac Pass are intentionally positioned safely compared to most Mercenary camp in the game and placing them elsewhere would require other layout changes.
  • They like how the global movement speed increase turned . The biggest concerns are Li-Ming, and Kel'Thuzad.
  • It would be awkward for Qhira to have a mobility ability on her W and E buttons, which is why they went for D.
  • Due to limited space, they decided not to differentiate the season names for Storm League.
  • Currently, there are no plans for another MMR squish, clamp or reset.
  • There are no plans to revert the 5% global stat nerf to healers, they did it intentionally to limit the effectiveness of double healer comps.

You can find a list of all answered questions below.

Blizzard LogoBlizzard (Source)

Is it possible to get some sort of 2019/2020+ future road map for the direction of HotS so we can have SOMETHING, ANYTHING tangible to look forward to longevity wise?

Historically, we've shied away from roadmaps because game development is much more art than science, and best-laidplans often fall apart - sometimes because we change our minds on what we want to do, and other times because we can't do what we wanted to do when we wanted to do it. Still, we love to talk about the things we have coming so we can get your feedback, but we usually do this when these things are solidified enough that we feel confident in being able to deliver them. Even then, there have been many times over Heroes' lifespan that we've shared something we have in the works with the community only to never deliver it. That feels like crap to us, and to you. We don't like feeling like crap. Or for you to feel like crap. So we keep things close to the vest, and we try to surprise and delight by announcing things when their delivery imminent.

All of that said, I recognize that the industry has changed around us. Games as service has evolved and there are teams out there doing great work and being MUCH more communicative about what's coming. So we'll put some thought into this and see if there's a middle ground that can give you all something to look forward to and schedule your gaming time around while avoiding feeling like crap wherever possible.

In the meantime, the closest we'll get to a roadmap today is reiterating that we're really enjoying the groove we've been getting into with frequent, meaningful balance changes, oft-requested feature additions/improvements, lots of hero reworks, our quarterly seasonal themed events, and evolving Storm League seasons. Sprinkle new heroes in, and garnish with love, and that's Heroes of the Storm for the foreseeable future.

Let us see how much more roadmap-y we're comfortable going from there and give us your thoughts on what info is most important to you.

Any plans to bring back the free heroes packs (Mega Hero Bundles) from the 2.0 launch or something similar? A lot of newer players seemed to start playing when this was available.

No plans to speak of right now, but if we did something like this again it would be aligned around a specific moment in time rather than something evergreen.

Any update on fixing AI? Having a player disconnect is almost a guaranteed loss due to AI trying to solo bosses or running behind enemy forts.

We are heavily invested in making improvements to our A.I. and one of our gameplay Engineers (Hi Jeff!) has been hard at work on them. We have some substantial changes that we are testing internally and with QA sign-off, plan to get to you ASAP.

This is very important to us, and I doubt we will ever be done trying to improve them. This coming round of changes are looking to improve their fundamental decision making while more accurately establishing and validating different goals and threats.

Thank you for your patience, I hope it will be well worth the wait!

Just 2 things. Please be honest and precise with us. I hope we will get something more this time than lots of PR talk. I think we, as the community, deserve more than this. Otherwise, I know most of your answers: "It is a very cool idea and we would like to do it in the future!" We don't have plans regarding it at the moment but everything is possible in the nexus!", "We are super excited about our upcoming content!" , "It does sound like a problem, we will look into it but I cannot share any dates when we gonna fix it". I could answer many of the questions in such a way. Give us something more, please.

Honesty is extremely important to us, but our level of precision can be gated by our desire to avoid overpromising and underdelivering. Sometimes we want to reply and acknowledge what someone's said without making any commitments. I prefer being able to acknowledge feedback in that manner over saying nothing at all because I think that acknowledgment is important even if we can't commit to anything at that time. If there's a general feeling that our answers are hollow and the community is unhappy with this approach, we can reconsider at the cost of having far less responses from our team. That sounds bad to me, and in a world where committing to more is not an option, I'd prefer to lean toward our current approach.

Thanks!

Are there any plans to get someone else to do the narration for the hero trailers? It's harder to follow what's happening in the trailer without someone explaining it. Kevin is great and those are big shoes to fill but having someone is better than nobody.

We all miss Kevin and are super excited to see what he does next. I agree that we can do better with relaying information in the Hero trailers moving forward and the team is actively discussing how we can improve.

While we haven't decided exactly how we want to do it yet, me know that the gameplay is extremely important and needs to be better explained. Thank you (and the rest of the community) for your feedback on this!

We saw that Qhira had the heads of characters not (yet) in our game. What's up with that?

Qhira is a huntress, so it made sense for her to have a collection of trophies from her adventures. Regarding who or what is displayed on her wall, well sometimes it's fun to have a little bit of mystery and intrigue. Sometimes artists just make really cool art, and sometimes really cool art inspires others to make new art or designs. Sometimes.

What do you think is "up" with those heads on her wall?

1. Vikings aren't getting a skin any time soon so I thought I'd make my own, The Lost BikersNot finished but would appreciate any quick feedback on what can improve the most.

2. Which is better for learning sculpting/modeling, a lot of small warm-up throwaway projects or larger projects? (while making vikings skin is fun, it feels a bit redundant like I'm not really learning anything new).

3. How many hours would you estimate goes into a completed skin on average?

4. If you had to pick only 1, who is your favorite artist?

1. First off, nice start! Did a quick paint over to show you where I would take this. https://imgur.com/a/M7WTB22. Generally things just need to get bigger. His Nose, Buckles, Goggles, Bracers, Belly, Beard, Belt loops. You have a lot of opportunity to really push the look of tight leather that doesn't quite fit on Olaf. Giving him a bracer on both arms will also allow the modeler to mirror the arms since there's no huge benefit to giving him a bare arm. Any interior details like the pockets and zippers need to be thicker. The beard could use more plumpness towards the lip. Have it bellow out so there's an arc from the side. The only thing that could go a bit smaller is the tire.

One of the harder part of sculpting is doing stylized folds. Remember your Diamonds, Zs and sideways Vs. Think about cloth folds like this. Where there's a pinch in the cloth you're going to get a taper out. This cascades and creates a diamond shape in parts where there's lots of folds. If it's a larger fold it will taper out in either a Z or V. You have to decide whether the pants are leather or denim because they have different behaviors. Always grab reference. We tend to favor thicker folds and exaggerate folds that would normally be smaller.

2. Both are beneficial. Small warm-up throwaway projects are good if you focus on learning one specific thing and are doing it knowing you might fail. Starting over on those projects can be important for artistic growth. Longer projects that you complete are good to show potential employers because that's the goal, complete an asset to put into some sort of media.

3. Depending on the complexity of the skin it can take between 2 weeks and 5 weeks.

4. For some reason Grant Morrison's Arkham Asylum has been coming up in conversation a lot for me and I've been looking at Dave McKean's art in that comic again. I love his style in that book and hands down is one of the coolest looking Joker's I've ever seen.

Why do a teaser for a hero that is impossible to guess the identity of? The fun of the teasers is trying to guess who the new hero would be but if the hero is someone with no buildup in either existing games or supplemental lore they become impossible to identify so why waste the resources making an elaborate teaser?

We think of teasers simply as a fun way to start building excitement and discussion about what's coming to the game next. Sometimes there are things the community can "solve" in teasers, and sometimes we're showing things that are out of left field. We love seeing the discussion, the guesses, the theories, and the passion that surrounds teasers and we intend to continue doing them. Hope you can share in the fun with us!

Would there be any chance to see some gifting system? I got tons of currency and wish to send some cool skin to my new player friend.

Juno has a working prototype internally and we are trying to get it to you as quick as we can! We'll keep you updated as we finish developing the feature ?

I guess I misunderstood. At blizzcon it was stated multiple times MMR would be visible. It stated recently that your rank would be MMR. Am I the only one confused about seeing people still having rank points and gaining and losing 200 per win and loss. Thats not how MMR normally works...

Are there any plans to make MMR more clear? I think most people expected to see a similar system to Overwatch MMR or Wow Arena MMR. (Or league, R6, Chess, Dota2, DBD, CoD, SF, SC2, BDO, Smite, and so many others...)

How is it going to handle teams where because of weird queues or groups your teams mmr is lower than the enemy teams mmr. With you get any sort of adjustment? How about when your personal mmr is just leagues ahead of everyone else. Will you get penalties?

I think in general this method will still be fine, more wins you move up, more losses you move down, I am just curious about some of the finer details, you know?

Edit: Seeing some people gaining 600 points and others gaining 30 points. I am guessing that it is more complex than +200 -200

With the new system, the MMR is effectively visible as your Rank (minus penalty adjustment). We could show total count of rank points (Bronze 5 = Rating 0, Bronze 4 = Rating 1000, Bronze 3 = Rating 2000, etc.), but that would just change the representation of the number and won't matter much in regards to the actual information visible to players.

The general idea of MMR value change calculation is as follows: we have a win rate prediction system, that tries to estimate the win/loss probablity in each match, depending on the team members' ranks, party sizes, our certainty in the ratings value for each team member, etc. MMR (and Rank) change post-game is calculated based on that estimate, plus or minus some adjustments. The MMR calculation hasn't changed much with the new season, it's just more visible, and, hopefully, more representative of player's actual skill now.

In an interview, one of you guys stated that you would like to limit Masters+ to solo queue or duo queue, have you decided on that matter yet and if so, when can we expect it to be implemented?

I think I speak for the majority of the high level playerbase when I say that this is much needed if a solo queue option isn't possible for the Storm League in general, as it ensures an as competitive as possible experience at the highest level of play.

We have been discussing this and it is something we are fully considering. There are two competing forces at play here that we'd like to strike a balance between: Overwatch has received positive feedback for limiting queuing to solo and duo queues at high ranks which could also be a feasible solution in Heroes of the Storm. However, Heroes is a game that has been heavily focused on playing with your friends and is when we feel the game is most fun. Limiting the queuing to solo and duo queues at high levels goes against that general philosophy, but we understand that it can be unfun to go against a 5 stack in higher ranks.

As a result, we are actively investigating other ways to make this experience better for everyone. Other options we're looking at include investigating what's happening with our win probability calculations. We are actively discussing solutions, so if you have suggestions or ways you would like to see this proceed, please let us know!

About Q'hira the new release:

Do you consider unbalance that her E ability only spins clock-wise and not player's choice? For example, if you are roaming from mid on curse hollow, if you are left team the engage will spin towards your side first and be more dodgable.

It is something we consider (and considered it for Fenix's Q as well) but we don't feel that it makes a significant enough impact on balance to change it. I think if it were to change directions based on starting side, it would definitely be something you'd have to get used to and would most likely throw you off for a while as you learned the hero. I also don't think there's a clean way for us to implement it. For example, if you're on the left side team and are approaching an enemy Hero from the North, the expected rotation direction would be towards the right side team (clockwise). However, if you're approaching from the south, suddenly the expected rotation direction would change to counter clockwise. So there's not really a silver bullet here that would make it feel good in all situations without giving you some way of controlling the rotation direction at execution, which would add a lot of user input complexity to the ability for what we feel would be very little gain for most players.

Will there be an opportunity to change menu background, as it was during The Dark Nexus or Echoes of Alterac? Bloody-red colored background was awesome.

I agree! Those events were a lot of fun and the team had a great time adding atmosphere to spaces that aren't usually updated with new art. We don't currently have any plans for another background takeover but if there is an opportunity in the future I think it's something we could consider.

With the unexpected release of Qhira so soon after announcing at Blizzcon last year we would not see another OC nexus hero for awhile, Should we expect Nexus OC heroes WAY more frequently than you initially lead us to believe last blizzcon? (I.e. within 3 hero releases of eachother)

Orphea and Qhira are unique in the way they came about, driven by the Heroes team being excited about fresh gameplay elements and visual concepts that were pitched last year. It was the team's way of bringing something new and unique to Heroes – both development-wise, and in-game. That kind of exploration is one of my favorite things about this game – whether it’s a new skin, or the reimagining a hero’s kit for our game, or creating an entirely new hero from the ether - we get to explore and try new things while having fun as developers and players. So as much as we love Qhira and Orphea and we had a ton of fun making them, we currently don't have any other Nexus-born heroes in development. We do have several Blizzard heroes that you know and love in active development, and we can't wait to share more on them soon!

Can we get the emote wheel back? Programmer art and all. We did get the rest of the game, so I think it's time.

As one of Heroes players, this is the feature that I miss the most. I like how heroes in game interact with each other. Using voice lines to communicate with team members could be a good way to add humor and break the tension in game. As I mentioned in other thread, using voice lines to make character feel live is one of the features that I am personally very passionate about. There are other items that I need to work on, but I am hoping that I can find some time to make this happen.

https://www.reddit.com/r/heroesofthestorm/comments/cmf25v/heroes_of_the_storm_ama_august_8_2019/ewckijv?utm_source=share&utm_medium=web2x

You did well with the new map system for storm league. A great decision, so thank you very much for that. But, what do you think about Hanamura right now? I spoke with many players from esport, and they dont like the map (even if it's better than the old one).

And i guess if you let it in the rotation, you think it's competitive. But as i say in my own stream. You can just ignore the objective on this map too hard to have for so low dmg. Instead farm Samurai (Hard Camp) and pressure the keep all time. And i understand you creative position. You wanted to swap the boss map with a low boss in fusion with hard camp. And it's cool to see innovation like that. But the obj is pointless and the 2 map lanes create a snowball race for the structures.

So i guess you are aware about this situation, what is your position about that ?

One of the original intentions with Hanamura was to create a 2 lane map, where the "third lane" were the camps in the middle of the map. So it's intended that there's a greater emphasis on them than most other maps.

It's also probably okay if the map objective isn't as powerful as other objectives. It shouldn't be ignored, and it shouldn't be more valuable to take camps over and over instead, but it's okay if it isn't a "drop everything you're doing and come here immediately" type objective.

We're still having discussions on what changes to make going forward. We agree that it isn't playing out exactly the way we want. There might be some smaller tuning changes (like the increased respawn timer on the Samurai camps), or even slightly more creative ones.

Why is the missing ping hero's quote is gone?

Thank you for bringing this up. We're aware of the issue and looking to find the best way to bring it back. While researching, I also noticed that heroes don't play their voice-over lines when you use individual pings. We'll also look at how to bring the voices back for those moments so that our beloved heroes feel lively again.

Since this fix will take us time to review all the voice line data for all Heroes in 12 languages, I cannot promise the date. However, this is one of the features that I am personally very passionate about and am doing my best to make it happen!

Whatever happened to performance-based matchmaking? Is it being shelved forever or are there plans for it?

We still don't have any plans to use the data to influence MMR or Rank; however, the designers are actively exploring ways to surface more of this data to players. Changes to the in-game score and recap screens are currently being iterated on but there's no concrete timeline for when or if these would be released.

What are your thoughts on traits that only occur when your character dies?

I find this to be rather frustrating/unfair as it doesn’t give much value if you’re playing well and you aren't constantly dying.

Junkrat’s trait as an example can be valuable in select situations where someone can’t avoid it, but with the 0.75 second delay, most of the time it goes off without any damage done to the other team. This is even more true now with the movement speed increase.

You are absolutely correct in that if you are playing well and not dying, your trait doesn't give you very much value and that's why we've mostly pulled away from doing death traits since Junkrat's release. In the future, if we were to do another death trait it would only be done in a situation where it truly made sense for the hero fantasy and there would most likely be extra bonuses attached to it while alive.

Do you plan to have a workshop for user created skins? Are you making tools for that?

There are no current plans for user generated content. However, there are many avenues to getting your concepts seen by us. Just recently u/Jackice1714 created a poll with a bunch of community ideas for skins that they ran on reddit. We are paying attention to the highest desired skin ideas from the community and would like to do another community skin like Janitor Leoric and Azmodunk Azmodan.

Will we see the lore for Qhira expanded upon?

I am interested in her as a character, but it feels like there was to be more build up for her that we never got. Will we learn more as time goes on?

Also, because I ask this every time: Whimsyshire invasion/Event / Tyrande Announcers when? ❤️

I think it's totally possible that we will expand and evolve the lore of not only Qhira but the Nexus and all of it's inhabitants in the future. Our goal is always to provide awesome gameplay, which was our primary focus with with her design, but we've heard the call to reveal more of her story and is something we would really like to do if the right opportunity arises. However, we don't have any specific plans or details to share at this time.

As for Whimsyshire, I can only speak for myself here, but I am totally on board for adding more rainbow tinted mayhem. I am the artist who created the Whimsyshire cloud mount after all... I just have to find a way to convince everyone else first!

Can you guys consider adding a Taunt showcase button for the MVP screen?

And also a dance one, if possible. It will make Mastery Taunts much move visible and also make MVP screens more unique. Not to mention how awesome will be to see those animations on the big screen!

I think it's not a herculean task and it might be a great side project for a hots developer, maybe.

This is a good suggestion. It has a lot lot of ramifications that I'm unaware of at the moment. For example, Taunt animations are usually a little more unconstrained in the hands of our animators. So, what does that mean for a hero that steps out of frame of the normal camera? Does that mean they step in front of another player? The next steps would be to go through our 86+ heroes and figure out where it breaks. This is the kind of thing that we need to explore before we're able to implement something. I'll poke around and see if this is an option.

Do you have plans to make keybind settings bound to heroes instead of profiles?

"Empowering players so that they can enjoy game in a way they like it." is one of my goals. This has been requested time to time. The easiest work around would be creating a separate profile for the hero and switch to the profile everytime game starts. I can look into if switching profile automatically is easy if client detects that profile under the same hero name exists. However, this will add some maintenance for players since some common settings should be copied over to all hero specific profiles as well. I won't promise if I can deliver anything, but I'll review how easy it would be.

Alterac Pass has a design flaw imo that I think could be easily solved.

The Gnoll camps are very powerful, I like this, as they are unique to Alterac pass, and between objective's being active there isn't much else to do on the map, This is also why I like their quick respawn time.

However, they are positioned EXTREMELY safely compared to almost every other mercenary camp in the game on all other maps. They are closer to the keep than the fort, are extremely protected by the walls and mud pits. If a team wanted to invade the opposing side's camp, they put themselves extremely deep into the opposing teams side of the map to do so, and the camp going straight onto the keep wall rather than the fort from the back/side (Like invading the Siege Giants on Dragon Shire/ Sky Temple for example will do) makes them get little value even if you do successfully invade them until the fort has been destroyed and minions are able to push alongside them.

My suggestion is to move the camp to the opposite side of the wall that they are now, this makes them a bit easier to invade, and should promote more interaction in the map as a whole when the objectives are not active.

Perhaps the Objective Capture locations themselves may need to be moved slightly to accommodate.

This is a cool idea and one that would be interesting to test. I think that you are correct in that the Gnoll camps are relatively safe to take, but part of this is intentional.

We like to have a variety of Mercenary camps, and having a mix of some that are easier and some that are harder to take is important. That being said, it doesn't mean that any camp should be unable to be challenged, and the gnoll camps might be too far in that territory.

The complication is that we like to keep objective locations relatively isolated from one another. Now turning the camp around in those locations might be enough, but the thing to test would be if that area begins to feel a bit claustrophobic.

It would likely require a few other layout changes, which aren't really easy to do. Our art team pours a ton of attention into Battlegrounds, and changing the layout around can require a lot more cleanup and polish that you'd think. Not that it isn't do-able, but it's a matter of priorities and cost/benefit here.

It's a cool idea though! Would be interesting to see how that would play out.

Will the rank adjustments in SL Season 1 reduce the rank ascent time of smurf accounts, now that it is going to make your rank and MMR synonymous? I would assume that smurf MMRs skyrocket pretty quickly, and that as a result, this change will make lower MMRs more balanced and fair to play in, as smurfs won't dwell there for as long of a time.

Great question and yes, it should! There are mechanisms in place to accelerate MMR gains for smurfs. These have actually always been around; however, in the past, rank and MMR were updated separately which would result in smurfs "dwelling" in lower ranks despite having higher MMRs. Not only did this make the experience worse for other players but it also made the matchmaker's job much harder.

Now that rank is updated based on MMR this should no longer be the case and MMR and rank should rarely diverge. That isn't to say that smurf accounts will instantly rank up but it should be a bit quicker and they will have less of a negative impact on the matchmaker. ?

I'm a Korean user who really loves StarCraft and Diablo Universe.

I'd like to give some feedback on a few heroes. Can I get these?

First one is Raynor. He has an add-on to D Skill, it has 30 seconds cooldown but Take out the revolver and shoot free D to the enemy. Motion's like Starcraft2 heart of the swarm ending. and can we get his COOL visor close when he casts W?

Next is Tychus. I want to see his visor close when he casts Q skill and I hope the smoke will be coming out from his suit after it is done. like Wings of liberty ending.

Blaze is a very cool Hero but his Normal attack feeling is something boring Can you change it? I think it's a sound problem. I personally miss the sound of SC1.

Last is Imperius. His wings were better than at the time of release but it's still weird. Compare with Link's concept art https://twitter.com/blizzheroes/status/1088159017514364928 Part of Wing armor is more sharper and bigger than the in-game model. And it stretches on both sides. not back side. He is a name of ARCHANGEL OF VALOR. his Q motion is strange it looks like hard to maintain with both hands. I hope it's changed to another badass pose.

Thanks for the feedback qortkddj90! These are all cool flavor hits! Best I can do is look into what is required to do these things and weigh it against our current backlog. If it is something that we can justify doing next to some other things that are there then it sounds good. If we can't I hope there won't be any hard feelings. Also, we have a lot of things we would like to do and time is always a big factor. If you can figure out how to add more hours in a day I'm game to explore everything.

What are your thoughts on the global movement speed buff now that’s been out for a while? Any hero specific changes to skill shots/ projectile speed in mind?

So far so good! We didn't think there would be too many huge swings in win rates with this change and so far that has been the case. I still want some more data before pulling the trigger on anything, but the biggest concerns that I have are Li-Ming and Kel'Thuzad, and to a lesser extent some other heroes like Ana and Chromie since those heroes rely on their skillshots a lot to be effective.

There are a lot of ways to buff a hero outside of their skillshot speeds, so I wouldn't expect them all to suddenly get skillshot speed increases due to the movement speed increase. After all, the point of the increase was to change the game a bit, not to make it the same as it always has been.

Why does Qhira have an active skillshot D and a stackable passive W? Shouldn't we swap them?

The primary reasoning for Grappling Hook being on the D button is two-fold. It has a relatively long cooldown for a basic ability (25 seconds) and it feels a little awkward to have a mobility skill on your W and E buttons. During Qhira's design process, Grappling Hook was actually a level 16 talent and the Passive portion of [W] Blood Rage was her trait. Over the course of our iterations we were having so much fun with Grappling Hook (and it was considered such a must pick) that we decided to merge the passive portion of Blood Rage (at the time her trait) into the W and put Grappling Hook on her trait.

I was playing Storm League with friends, and after we've done our placements, we noticed something weird. My friend (diamond2) and I (plat5) were winning/losing 500 points every match. My other 2 friends (another plat5 and a gold1) were getting only 200 points every match.

After reading reddit and the official forums, I've seen a bunch of people saying they are getting really different numbers every game. 500, 300, 200, 150, 100 and even there was a 26 point game (a bronze player shared this one with a picture to prove). At first we thought the system was trying to put people at the right ranks, but then it doesn't make sense that we were getting the SAME points for wins or losses. Can you explain how the point system works?

One of the ways the matchmaker modifies your MMR after a game is through a system called Game Density - Essentially, the longer you go without playing a game, the less confident the matchmaker is that your MMR is correct, so the more it will change after a game. I took a break from Starcraft 2 for a bit one time and I dropped from Gold to Bronze as I forgot how to 4 gate properly, but I slowly cheesed my way back up. As you play more games its confidence returns as the amount you change after a game starts dropping again. Previously your rank points changes hid this, which could lead to rank/MMR disparity. Now the rank points changes accurately reflect this, so you will notice more rank points change if you come back from a break, or a win streak. Hope this helps!

Is there any clarification as to why the statistics tab seasons were renamed to "Preseason" and "2019 Season 2".

At first it was labeled "2018, Season 5", a month later renamed to "2019, Season 1" now suddenly it's Preseason? Wasn't the "2019 Season 2" the real preseason?

And are you aware that "2019, Season 1"(Preseason in stats tab) has missing stats?

Thank you for bringing this up. It looks like a bug. Like you mentioned, 2019, Season 2 should be called "Preseason". Original plan was to update the season names for Storm League. But due to limited space, we decided not to differentiate the season names for Storm League. Regarding missing stats issue, can you leave a report on our official bug forum with more details?

https://us.forums.blizzard.com/en/heroes/c/bug-report

Will you compress the whole Storm League population with a really soft reset for next/each Season in the future?

As a note, I must clarify that I'm not asking for another hard reset for high Ranks like the one that happened at the start of the recent Preseason.

A lot of players have been misplaced too high in Storm League due to the Hero League and Team League merge not taking into account that most of the players were higher Rank in Team League and lower Rank in Hero League and that the Rank in Team League had less value than the Rank in Team League.

A similar thing happened at the end of 2017 when you changed the Placement Matches cap from Diamond 3 to Master 1000 while the MMR Uncertainty being boosted at the start of a new Season was still a (bad) thing.

I think the only way to make Mater a valuable Rank again is to push everyone down for some Divisions each time a new Season starts and see what happens.

The misplaced players won't fall back to their Rank because they are too many misplaced people who basically feed each other Rank Points and can remain stable for hundreds of games, if not even forever.

There are no plans for another MMR squish, clamp or reset as of now. We believe those measures should only be taken under extraordinary circumstances, such as significant MMR or Ranked play system revamps. The best way to ensure people's rank is on par with their skill is to have them play ranked games, the more the better, especially at the higher-ranked tiers. The reason being is that having a bigger game data sample makes matchmaking system's player skill estimates much more reliable. This is why we have set up a more robust rank decay system, and also why we introduced the new seasonal questline. To secure their skill and rank, one must play consistently.

What was the most important step for each of you to get into the game design industry? I'm graduating in a few months and looking for tips on where to start/what to do.

I think everyone has a unique experience for how we got into the positions that we currently have. The most actionable things that I would consider would be:

1. Create your own game. The two most powerful things that I know of that can be on a resume for a Game Designer are prior experience (which most people asking this question won't have), or people who have actually created something and can show it. There are plenty of game creation engines out there that are cheap or free, just go to google or youtube and you will find that there's a whole world out there for game creators. It's seriously never been easier to do this, but most people don't want to take the time to. The experience of going through the iterative process of creating something and learning from your mistakes is incredibly humbling and will teach you more about being a designer than a million years doing paper design of cool stuff based on games that already exist.

2. (2222 to too two. I don't know why Reddit won't let me put a 2 here asdf) A lot of people start in Quality Assurance and move into Game Design because they are related fields. Getting experience working on games doing QA work and making your own stuff in your free time is the best way that I know of to reliably get into the industry.

It also helps a lot if you have a reputation for having a strong work ethic. Don't let others tell you that you can't do it, and always bring your A-game and you will stand out among your peers.

Again though, this is just my experience and opinion on it. Everyone has a pretty unique story as far as how they got to where they are. However, I think that this advice would be useful for anyone to have a better chance when trying to get the job.

Have you considered reverting the 5% global stat nerf to healers?

Double healer comps have not been perceived as effective ever since this round of changes. Many healer mains have told me that they loved when double healer comps were viable because it allowed damage-healer playstyles to shine like Water Dragon Lili and battle Uther. However, the bigger reason why these compositions were successful was because of very specific talents like Lightning Bond that gave healers legitimate wave clear and/or camp clear which is supposed to be the biggest weakness of such comps. They are supposed to have very weak wave clear and macro presence. These old talents like Lightning bond mitigated that issue and were abused at high level play, but with them gone, the 5% stat nerf could be reverted. This would potentially make double healer comps viable again, but they would have the glaring weakness of wave clear and macro pressure which introduces counterplay.

We don't have any plans to revert the nerf to healers in the past. This was done intentionally to drastically limit the effectiveness of double healer compositions so that they are exceptionally niche for a variety of reasons.

When healing becomes prevalent, a variety of "good plays" are wiped away. If a Li-Ming lands a great Magic Missile+Arcane Orb combo, healers can remove that. Mana is a limitation here, but it's difficult to run a double healer team out of Mana in any reasonable amount of time.

If double healer is the norm, we need to start balancing healing around it. That means that people that play a healer solo will likely start to feel less powerful.

There's also typically less people that want to play a support type role than not (to each their own), so expecting about 40% of the players to play it isn't ideal. We try to match what's fun with what's effective.

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3 hours ago, Stan said:

They've pulled away from death traits since Junkrat's release because they don't give any value when you are playing well and not dying.

They seriously need to rework Tyrael's trait based on that. Give him some sort of passive bonus much like Uther has his DevotionDevotion with armor-boosting heals.

3 hours ago, Stan said:

They like how the global movement speed increase turned . The biggest concerns are Li-Ming, and Kel'Thuzad.

In my opinion Brightwing is of somewhat concern too. Arcane FlareArcane Flare is ridiculously telegraphed and easy to avoid, and given that you only get the bonus healing from Soothing MistSoothing Mist when you hit with the center, the recent movement speed changes made the ability even harder to hit. I think they should rework Arcane Flare by increasing the projectile speed, and allowing it to always trigger the heal when you hit enemy heroes with (but maybe make that it heals 50% if you hit in the outer area, and 100% in the inner area).

4 hours ago, Stan said:

The team is internally exploring a gifting system that they want to release in the future.

Now this is something I really wanna see. I have over 7k shards sitting there because I have most of the stuff I want. Would be great to be able to gift them to a new friend joining the game.

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Orphea has also been affected by movement speed changes. Her abilities have slight delay, with how they are telegraphed it's now much easier to dodge them. Perhaps they should reduce delay by small amount on skillshot based heroes, some low value like 0.25 sec. For those without it, they should buff projectile speed accordingly (like Li-Ming's orb).

I wonder which hero we are going to get next time, looks like there won't be anything new until Blizzcon. With how hyped some people are for Deathwing, it might be impossible to make community happy, like which role he should be and so on.

Edited by Arcling
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On 8/10/2019 at 3:53 AM, Arcling said:

Orphea has also been affected by movement speed changes. Her abilities have slight delay, with how they are telegraphed it's now much easier to dodge them. Perhaps they should reduce delay by small amount on skillshot based heroes, some low value like 0.25 sec. For those without it, they should buff projectile speed accordingly (like Li-Ming's orb).

I wonder which hero we are going to get next time, looks like there won't be anything new until Blizzcon. With how hyped some people are for Deathwing, it might be impossible to make community happy, like which role he should be and so on.

I personally not sure if I want to see Deathwing as a playable hero because of the balance. His dragon form is too massive and too destructive and shouldn't be less scary than Molten Core and I wonder how can they balance the power of it while staying true to a massive cataclysmic force fantasy.

I'd be satisfied to see his as powerfull as Cho'gall which I doubt can happen 

Edited by Enryu

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4 hours ago, Enryu said:

I personally not sure if I want to see Deathwing as a playable hero because of the balance. His dragon form is too massive and too destructive and shouldn't be less scary than Molten Core and I wonder how can they balance the power of it while staying true to a massive cataclysmic force fantasy.

I imagine he would walk around in humanoid form most of the time, which many might find underwhelming. Dragon form could be either as his trait, similar to Alexstrasza and/or his heroics would transform him. Of course question remains whether his model should be smaller, walking on the ground or something like - he transforms into gigantic form and takes to the skies, bombarding enemies, and all they see is a massive shadow. Might feel too similar to existing abilities though. 

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5 hours ago, Enryu said:

I personally not sure if I want to see Deathwing as a playable hero because of the balance. His dragon form is too massive and too destructive and shouldn't be less scary than Molten Core and I wonder how can they balance the power of it while staying true to a massive cataclysmic force fantasy.

I'd be satisfied to see his as powerfull as Cho'gall which I doubt can happen 

 

29 minutes ago, Arcling said:

I imagine he would walk around in humanoid form most of the time, which many might find underwhelming. Dragon form could be either as his trait, similar to Alexstrasza and/or his heroics would transform him. Of course question remains whether his model should be smaller, walking on the ground or something like - he transforms into gigantic form and takes to the skies, bombarding enemies, and all they see is a massive shadow. Might feel too similar to existing abilities though. 

Deathwing could work really well with proper balance. Maybe have him get decreased movement speed in his dragon form or something. He can be a powerhouse, but with glaring weaknesses for the sake of game balance.

I honestly couldn't care less about Deathwing, but I feel that he is needed to bring back player's attention to this game, and he has always been one of the most requested characters alongside Kel'Thuzad and Imperius, which we eventually got in the game.

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Level 13 Invasive Miasma [Trait] Fixed an issue that caused Invasive Miasma to hit dead Heroes. Level 20 Eldritch Conduit [Trait] Fixed an issue that caused Eldritch Conduit's visuals to persist after death. Probius Disruption Pulse [Q] Fixed an issue that caused Disruption Pulse to hit targets hit by previous Disruption Pulses. Level 4 Photon Barrier [D] Fixed an issue that caused Photon Barrier to display while Probius is dead. Level 10 Pylon Overcharge [R1] Fixed an issue that caused Pylon Overcharge to not properly grant Pylons Invulnerability. Qhira Grappling Hook [Trait] Adjusted Grappling Hook guide and terrain indicator to match its cast range. Level 13 The Hunted [Passive] Fixed an issue that caused The Hunted to lose stacks when hitting a non-Hero. Raynor Level 20 Sergeant Pepper [Trait] Fixed an issue that caused Sergeant Pepper to not properly apply if selected while at 0 stacks of Give Em' Someo. Rehgar Fixed an issue that caused duplicate entries in the Death Recap. Level 13 Wellspring [E] Fixed an issue that caused Wellspring's beam to not appear when the heal occurs. Rexxar Fixed an issue that caused Rexxar and Misha to not share their Healing Fountain healing with each other. Samuro Level 4 One With The Wind [E] Fixed an issue that caused One With The Wind to display a duration while Wind Walk is active. Level 7 Crushing Blows [W] Fixed an issue that caused Crushing Blows to be located in the wrong location in the Buff Bar. Sgt. Hammer Level 16 Giant Killer [Passive] Fixed an issue that caused Giant Killer to damage Invulnerable targets. Sonya Fury [Trait] Adjusted the color display for remaining duration on the button. Stitches Level 16 Digestive Juices [E] Fixed an issue that caused Digestive Juices to not display a damage preview. Stukov Level 1 Fetid Touch [W] Fetid Touch's ranged attack no longer displays an empty icon in the Death Recap. Tassadar Level 7 Psionic Echo [W] Adjusted color display for Psionic Echo indicator on Shock Ray button. The Butcher Fixed an issue that caused Butcher's charge to be cancelled prematurely. Level 13 Cleaver [Passive] Can now trigger while Blinded. Now heals if the cleaved-to-target has The Butcher's Brand. Level 20 Fires of Hell [R1] No longer displays an empty icon in the Death Recap. Thrall Feral Spirit [E] Fixed an issue that caused Feral Spirit to hit Invulnerable non-Heroes. Level 13 Frostwolf's Grace [D] No longer dismounts Thrall. Tracer Level 20 Composition B [R] Fixed an issue that caused Composition B's outer radius to not gain the benefit of Quantum Spike. Tyrande Sentinel [E] Fixed an issue that caused Sentinel to pierce incorrectly. Uther Holy Radiance [W] Displays as a crit when Uther has Spellpower bonuses. Level 16 Beacon of Light [Q] Only causes Holy Light to display as a crit when under 50% health. Valeera Deep Shadows duration indicator will now fill, rather than empty. Level 4 Wound Poison [Active] Fixed an issue that caused Wound Poison to display floating text multiple times. Valla Multishot [W] Fixed an issue that caused Multishot to not apply all hit effects when hitting enemies inside Valla's space. Level 13 Gloom [Active] No longer displays an empty icon in the Death Recap. Varian Level 13 Mortal Strike [D] Fixed an issue that caused Mortal Strike to display floating text multiple times. Whitemane Zeal [Trait] Fixed an issue that caused Zeal's active visuals to persist after death. Searing Lash [E] The second strike always displays as a crit. Xul Level 20 Mortal Wounds [Q] Fixed an issue that caused Mortal Wounds to display floating text multiple times. Yrel Fixed an issue with abilities causing all players to highlight enemies. Avenging Wrath [E] Fixed an issue that caused Avenging Wrath's VFX to display incorrectly. Level 10 Ardent Defender [R1] Increases Yrel's Self Healing when it prevents damage to her. Zarya Fixed an issue that caused Basic Attacks to not damage enemies in the cleave area if the primary target dies to the attack. Level 7 Deep Burn [Q] Fixed an issue that caused Deep Burn to display the incorrect floating text value. Zul'jin Fixed an issue that caused duplicate entries in the Death Recap. Level 1 Recklessness [Passive] Adjusted position in the Buff Bar. Return to Top
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    • By Stan
      The Heroes of the Storm Collection just got a fresh update with the latest content update. Check out what's new!
      Corrupted Archangel Diablo returns along with the Hopeful Spirit Healer Auriel skin. For mounts, the Golden Lunar Skyrocket and Sleepy Cloud have made a return. You can explore the updated Collection at The Nexus Compendium.
    • By Staff
      A new Heroes of the Storm patch went live today and here are the official patch notes for the update.
      (Source)
      The next Heroes of the Storm patch has arrived! Dive on in for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Added XP given to enemy display. This will show up as purple floating text for the player that had their Hero slain. Return to Top
      Balance Update
      Heroes
      Li Li Jug of 1,000 Cups healing increased from 66 to 75. Medivh Mage Armor duration increased from 4 seconds to 5 seconds. Mage Armor increased from 30 to 40 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 4 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Certain Heroes would show a red confirmation arrow instead of a green arrow when moving. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. The display happens once the coin has been launched and not prior to the coin launching. Lost Cavern Fixed an issue that caused minions to grant 1 XP for being in range of them dying. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Players will now be able to see how many stacks the Monstrosity has on the scoreboard, and when it has full stacks, it will display a quest complete indicator. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Alarak's Lightning Surge to display incorrectly at long range. Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Ana Fixed an issue that caused Eye of Horus to hit Invulnerable Heroes. Anduin Divine Star Sword will no longer be destroyed when leaving the base during the game start period. Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Auriel Fixed an issue that caused Searing Light to not grant energy when hitting a Protected enemy. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed an issue that caused Azmodan's Demon Warriors to leave permanent burning visuals if killed at the same moment they spawn. Fixed an issue that caused Tide of Sin to leave visual markers at place of death. Fixed Globe of Annihilation no longer stacking off of Possessed minions. No longer possible to cast Tide of Sin when it is already active. Blaze Fixed an issue that caused Blaze to deal bonus damage to enemies hit by another Blaze's Flame Streams. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Fixed an issue that caused Nuclear Option to trigger on an already exploded Mech. Micro Missiles no longer hits Invulnerable targets. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Garrosh Unrivaled Strength bonus is now additive. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Jaina Water Elemental Frostbolts will now behave consistently with Jaina's Frostbolts. Junkrat Chattering Teeth will now chase (but not trap) Invulnerable targets. Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Fixed an issue that caused Splintered Spear to not display correctly while Blinded or against an Evading enemy. Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Raynor Execute Orders now displays in the Death Recap for its Hyperion cast. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Sgt. Hammer Fixed an issue that caused Orbital BFG to not be affected by damage reduction. Pulse Detonation Core will replace Spider Mines in the recap if chosen. Spider Mines damage is now modified by Defense Matrix and Ultimate Evolution damage modifications. Spider Mines duration will continue while they are chasing. Spider Mines will no longer detonate on Invulnerable targets but will continue to chase them. Spider Mines will now display their damage when clicked in the Target Info Panel. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Fixed an issue that caused Get Stuffed to be capable of knocking back a target multiple times when Melee was cast in quick succession. Fixed an issue that caused Get Stuffed to knock back targets with other Heroes' Pulse Bombs placed on them. Locked and Loaded will now cause Tracer's Basic Attacks to display as Criticals when active. Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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    • By Staff
      A new Heroes patch is now available for playtesting on the PTR!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. We would like to take a moment to thank the community for providing insight and feedback for these changes. 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 Balance Update Bug Fixes General
      Added XP given to enemy display. Return to Top
      Balance Update
      Heroes
      Lili Jug of 1,000 Cups healing increased from 66 to 80. Medivh Mage Armor duration increased from 4 seconds to 6 seconds. Mage Armor increased from 30 to 50 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 5 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Anduin Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed Globe of Annihilation no longer stacking off of Possessed minions. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Junkrat Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch has hit live servers. Check out the official patch notes for more details!
      (Source)
      Heroes of the Storm has just been updated with the patch! We would like to take a moment to thank the community for providing insight and feedback for these changes.
      Quick Navigation:
      General Maps Heroes General
      Game Camera
      Camera Follow releash timer increased from 6 seconds to 12 seconds. You can now pan the camera further away from your Hero with Camera Lock enabled before it will prevent further panning. User Interface
      Floating text display for last hits updated to golden display. Fixed an issue that allowed the Active Ability Hotkey Buttons to be dragged in the Hotkey Menu. Holding down Shift or Control will now also register as having the announcement modifier held for clicking on in the Top Bar. ARAM
      Base experience value of Experience Globes increased from 80 to 160. Experience value of Melee Minions reduced from 84 to 0. Experience value of Wizard Minions reduced from 75 to 0. Experience value of Ranged Minions reduced from 72 to 0. Observer
      Experience Globes will now be displayed as Blue for the team on the left and Grey for the team on the right. The Interface has been updated to display Misha, Olaf, Baleog, and Erik's health bars. Fixed an issue that caused D.Va's health bar in the Interface to only display the Pilot's health. Recap
      Combat Healing will no longer register Mana or Shields restored to allied Heroes as Healing. Clutch Healer will now only register healing done to Health. Protector will now register damage prevented by Protected as Protection. Return to Top
      Maps
      Alterac Pass
      Fixed an issue that caused Gnolls to reduce the armor of Evading targets. Braxis Holdout
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Hanamura Temple
      Fixed an issue that caused the Recon Camp to have the scaling value reset when captured. Warhead Junction
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Return to Top
      Heroes
      Abathur
      Fixed an issue that caused Envenomed Nest's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Adrenal Overload to not apply to channeled Basic Attacks. Fixed an issue that caused Bombard Strain Locusts to not deal bonus damage to enemy Structures. Fixed an issue that caused Monstrosity to gain more than intended damage from Minion kills. Toxic Nest will no longer reveal attackers to Abathur during the Arming phase. Locust damage will no longer display as a critical against Structures. The damage bonus remains unaltered. Stab no longer reveals the area around the target and will now only reveal the target itself for 2 seconds. Spike Burst will now reveal the effected area for 0.75 seconds. Bombard Strain icon updated. Alarak
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to activate Blade of the Highlord while Blinded or if the target is Evading. Lightning Surge now reveal the primary target for 2 seconds. Deadly Charge will now reveal targets hit for 2 seconds. Alexstrasza
      Fixed an issue that caused Cleansing Flame to grant Alexstrasza healing equal to the bonus health provided by Dragonqueen if Dragonqueen is active when activated. Fixed an issue that caused Abundance to display the healing preview after the heal has activated. Fixed an issue that caused Preservation to display the healing preview after the heal has activated. Fixed an issue that caused Pacify and Life Unbound to activate their on-heal from Dragonqueen Basic Attacks while Alexstrasza is Blinded. Fixed an issue that caused Dragonqueen Basic Attacks to not heal Invulnerable allies if they are in Alexstrasza's space. Fixed an issue that caused Cleansing Flame's cooldown to not be displayed on the talents tab of the scoreboard while Dragonqueen is active. Ancient Flame icon updated. Ana
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to grant stacks of Dynamic Optics while Blinded or if the target is Evading. Contact Healing will now only cause Biotic Grenade's Healing and Damage to display as a critical if at least 2 Heroes are hit, instead of only requiring the talent to be taken. Anduin
      Fixed an issue that caused Moral Compass to hit Invulnerable enemies. Anub'arak
      Difficulty updated from Medium to Hard. Fixed an issue that allowed select abilities to be activated while disabled if selected during the effects of Cocoon. Chitinous Plating icon updated. Artanis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shield Overload to be reduced in cooldown from Basic Attacks while Blinded or if the target is Evading. Fixed an issue that caused Blade of a Templar to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to grant stacks of Block from Twin Blades while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to not grant a stack of Block from the third strike of Twin Blades. Fixed an issue that caused Plasma Burn's damage aura to display as a critical when damage was not increased. Auriel
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reservoir of Hope to not display on the talents tab of the scoreboard as a quest talent. Sacred Sweep will now reveal targets hit for 2 seconds. Detainment Strike will now reveal targets knocked back for 2 seconds. Crystal Aegis will now reveal targets hit for 2 seconds. Azmodan
      Fixed an issue that caused All Shall Burn to detonate twice if Cydaea's Kiss is selected while active. Fixed an issue that caused Globe of Annihilation's warning indicator to be removed if another Azmodan's Globe of Annihilation lands nearby. Globe of Annihilation will now reveal targets hit for 2 seconds. Blaze
      Fixed an issue that allowed select abilities to be activated while disabled if selected while inside the Bunker. Fixed an issue that caused Heat Treatment to not heal for a portion of the damage dealt by Pyromania. Basic Attack will now reveal the area for 0.75 seconds. Flame Stream will now reveal target hit for 2 seconds. Combustion will now reveal the effect area for 0.75 seconds. Oil Spills created by Fuel Leak sight reduced from 7 to 1.5. Incinerator Gauntlets icon updated. Brightwing
      Difficulty updated from Hard to Easy. Fixed an issue that caused Phase Shift to heal the target briefly after arrival, instead of on arrival. Fixed an issue that caused Blink Heal to heal Vehicles when cast on them. Invisible Friends will now preview the total healing that will be provided. Unstable Anomaly area reveal duration reduced from 1.5 seconds to 0.75 seconds. Unstable Anomaly will now reveal targets hit for 2 seconds. Cassia
      Fixed an issue that caused Basic Attacks to activate Martial Law while Blinded or if the target is Evading. Fixed an issue that caused Static Electricity Lightning Bolts to heal for less than intended from Ring of the Leech. Fixed an issue that caused Static Electricity Lightning Bolts to not play impact sounds. Fixed an issue that caused Static Electricty Lightning Bolts to not display as criticals against Blinded targets. Fixed an issue that caused Lightning Fury Lightning Bolts to be considered as Static Electricity Lightning Bolts. Fend will now reveal targets hit for 2 seconds. Surge of Light will now reveal targets hit for 2 seconds. Surge of Light will now reveal the effect area for 0.75 seconds. Martial Law icon updated. Imprisoning Light icon updated. Infinite Lightning icon updated. Chen
      Difficulty updated from Hard to Medium. Fixed an issue that caused Accumulating Flame's duration increase to proc while Blinded or if the target is Evading. Fixed an issue that caused the Earth Spirit's Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Earth Spirit's Basic Attacks will now reveal the effect area for 0.75 seconds. Cho'Gall
      Fixed an issue that caused Fuel for the Flame to deal damage to targets Evading near the primary Basic Attack target. Fixed an issue that caused Fuel for the Flame to deal damage to the primary target while Blinded or if the target is Evading. Fixed an issue that caused Cthun's Gift to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Consuming Blaze to not interrupt Mounts, Objective Channels, Sleeping on application. Fixed an issue that caused Molten Block's damage aura to display as a critical when damage was not increased. Will of Gall is now considered a Quest talent. Fuel for the Flame will no longer always display as a critical. Consuming Blaze will now reveal targets hit for 2 seconds. Shadowflame will now reveal targets hit for 2 seconds. Dread Orb will now reveal targets hit for 2 seconds. Runic Blast will now reveal targets hit for 2 seconds. Twisting Nether will now reveal targets hit for 2 seconds. Shadowbolt Volley will now reveal targets hit for 2 seconds. Dread Orb will no longer grant sight into nearby Shrubs. Shadowbolt Volley will no longer grant sight into nearby Shrubs. Chromie
      Fixed an issue that caused Sand Echo Basic Attacks to activate A Proper Greeting while Chromie is Blinded. Fixed an issue that caused Unravelling Sands's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Time Trouble's Armor increase to be removed by Stasis or Invulnerability. Fixed an issue that caused Shifting Sands active bonuses to be lost when slain. Fixed an issue that caused Shifting Sands to be granted before Sand Blast deals damage. Time Trap will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Deathwing
      Difficulty updated from Medium to Hard. Fixed an issue that caused Death Drop's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Molten Flame's button to be highlight while Deathwing is inside a Vehicle and the bonuses from Infernus would be active. Deckard
      Fixed an issue that caused Potion of Shielding to increase Deckard's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Horadric Staff to not be placed on cooldown while Blinded. Fixed an issue that caused Rejuvenation Potion to heal Leoric while Undying is active. Fixed an issue that caused Scroll of Identify to detect targets before the first quest milestone. Ancient Blessings will now reveal the area for 0.75 seconds. Dehaka
      Fixed an issue that caused Dehaka to be immune to allied effects while Burrow is active. Fixed an issue that caused Burrow to not reveal negative effects when activated. Fixed an issue that caused Lurker Strain's knockback to be treated as a Stun. Fixed an issue that caused Lurker Strain's knockback to reveal the Dehaka while active. Fixed an issue that caused Lurker Strain's slow to reveal the target while active. Lurker Strain will now reveal targets hit for 2 seconds. Lurker Strain no longer reveals around targets while they are being knocked back. Elongated Tongue icon updated. Diablo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Black Soulstone's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Hell Fire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Dying Breath Apocalypse to display incorrectly in the Death Recap. Soul Shield icon updated. D.Va
      Fixed an issue that caused D.Va's AI to not activate Self-Destruct. Fixed an issue that caused D.Va to be ejected early if the Mech takes select types of damage after being slain. Fixed an issue that caused D.Va's Mech Basic Attacks to be capable of hitting multiple Sgt. Hammer Spider Mines at once. Fixed an issue that caused Basic Attacks against Heroes in the bonus attack area to activate Nuclear Option while Blinded or if the target is Evading. Fixed an issue that caused D.Va's scoreboard entry on the talents tab to display incorrectly when she first spawns into the battleground. Fixed an issue that caused D.Va's entry in the killfeed to display incorrectly if she is slain by a unit that has since been removed from the battleground (Example: Minions after they have been killed). Fixed an issue that caused D.Va's Hero unit reference to not be updated correctly when D.Va respawns. Ejecting from the Mech will no longer cause Pilot D.Va to be capable of collecting Experience Globes while inside a Shrub for 2 seconds. Self-Destruct will now reveal the effect area for 0.75 seconds. Self-Destruct will now reveal targets hit for 2 seconds. Big Shot will now reveal targets hit for 2 seconds. Boosters will now reveal targets hit for 2 seconds. Mech Basic Attacks will now reveal the effect area for 0.75 seconds. Concussive Pulse will now reveal the effect area for 0.75 seconds. Boosters damage will no longer display as a critical if the target is a valid bonus damage target for Rush-down. Aggression Matrix will now display floating text for the healing prevented. D.Va is now capable of pinging her Self-Destruct charge to her team. D.Va's Mech will now fill out the Death Recap when slain. E.T.C.
      Difficulty updated from Easy to Hard. Fixed an issue that caused Guitar Hero to increase Guitar Solo duration while Blinded or if the target is Evading. Falstad
      Fixed an issue that caused BOOMerang's Spell Armor reduction to not be removed by Stasis or Invulnerability. Hammerang Reactivation will now reveal targets hit for 2 seconds. Hammerang's Returning projectile will now reveal targets hit for 2 seconds. Selecting BOOMerang will no longer cause Hammerang's Reactivation to permanently display as a critical. Frequent Flyer icon updated. Sustained Winds icon updated. Fenix
      Phase Bomb Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Fixed an issue that caused Mobile Offensive to not activate if Fenix only moves very briefly. Fixed an issue that caused Basic Attacks to refresh Divert Power: Weapons duration while Blinded or if the target is Evading. Phase Bomb Splash will now reveal the effect area for 0.75 seconds. Mobile Offensive icon updated. Singularity Charge icon updated. Offensive Cadence icon updated. Divert Power: Weapons icon updated. Garrosh
      Difficulty updated from Medium to Hard. Wrecking Ball, Into the Fray will now reveal targets hit by the landing for 2 seconds. Decimate will now reveal targets hit for 2 seconds. Gazlowe
      Fixed an issue that caused Basic Attacks to activate Mecha-Lord's Armor increase while Blinded or if the target is Evading. Fixed an issue that caused Ark Reaktor turrets to deal increased damage. Fixed an isssue causing Gazlowe to be incapable to pinging the cooldown of EZ-PZ Dimensional Ripper to his team. Genji
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Genji's Self Healing to not increase for the full damage prevented by Deflect. Deflect will no longer reveal the area it searches for targets when Genji takes damage with Deflect active. Zanshin icon updated. Greymane
      Fixed an issue that caused Running Wild to not grant the cooldown reduction when casting Go For the Throat. Fixed an issue that caused Alpha Killer to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Thick Skin to display duplicate Block visuals. Gul'dan
      Fixed an issue that caused Fel Flame to be visible outside of the intended area after Pursuit of Flame is completed. Fixed an issue that caused Hunger for Power's healing modifications to be disabled while under the effects of Xul's Mortal Wound. Fixed an issue that caused Hunger for Power's healing increase to not be the correct value. Hanzo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Storm Bow to not activate Sharpened Arrowheads while Blinded or if the target is Evading. Fixed an issue that caused Storm Bow to activate Sharpened Arrowheads before the damage is dealt. Fixed an issue that caused Storm Bow's range bonus from charging to not be reset correctly. Hogger
      Difficulty updated from Medium to Hard. Fixed an issue that caused Aggro Range to grant Rage if a Structure is within the search radius of Hogg Wild. Fixed an issue that allowed targeted abilities against the Ez-Thro Dynamite unit. Fixed an issue that allowed targeted abilities against the Loot Hoard unit. Fixed an issue that allowed targeted abilities against the chunk of Meat unit. Illidan
      Difficulty updated from Medium to Very Hard. Fixed an issue that caused Unending Hatred to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Fiery Brand icon updated. Imperius
      Holy Fervor cleave reveals the area for 0.75 seconds. Jaina
      Difficulty updated from Easy to Medium. Fixed an issue that caused Frost Bolt to deal damage on enemies behind the projectile. Fixed an issue that caused Frost Bolt to continue to deal damage after it has hit the maximum number of targets with Frost Shards selected. Frostbite Armor will now display Block visuals. Icefury Wand icon updated. Advanced Ice Block icon updated. Johanna
      Difficulty updated from Medium to Easy. Fixed an issue that caused Blessed Momentum's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Holy Fury's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Blessed Shield to hit and target Invulnerable enemies. Heaven's Fury will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Blessed Hammer will now reveal the effect area for 0.75 seconds. Junkrat
      Difficulty increased from Medium to Hard. Basic Attack Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will be consumed). Fixed an issue that caused Basic Attack splash to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to gain more than intended damage from Hero hits. Kael'thas
      Difficulting updated from Hard to Medium. Fixed an issue that caused Gravity Lapse to hit Invulnerable enemies. Burned Flesh will now display as a critical effect. Kel'Thuzad
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Deathchill's marker to remain on the target if they gain Unstoppable. Fixed an issue that caused Power of Icecrown's active bonuses to be lost when slain. Fixed an issue that caused Basic Attacks to activate Icy Grasp while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Hungering Cold while Blinded or if the target is Evading. Fixed an issue that caused the Chilling Touch Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Kel'Thuzad can now attempt to cast Frost Nova over unpathable terrain. Kel'Thuzad's abilities in the command bar will no longer flash when Kel'Thuzad gains 15 stacks of Master of the Cold Dark. Kerrigan
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Assimilation to increase Kerrigan's Self Healing when Shields granted. Fixed an issue that caused Sharpened Blades to gain quest progress from Hallucination Heroes (Nova Holo Decoys, Samuro Mirror Images, Abathur Ultimate Evolutions). Ultralisk Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm empowered Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm will no longer reveal targets hit by the splash area. Impaling Blades will now reveal targets hit for 2 seconds. Primal Grasp's secondary explosion will now reveal targets hit for 2 seconds. Psionic Shift will now reveal targets hit for 2 seconds. Kharazim
      Difficulty updated from Medium to Hard. Fixed an issue that caused Deadly Reach's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses. Fixed an issue that caused Insight to grant quest progress while Blinded or if the triggering enemy is Evading. Fixed an issue that caused non-Heroes to not be revealed by Spirit Ally. Leoric
      Difficulty updated from Easy to Medium. Fixed an issue that caused Buried Alive's silence to be reduced in duration by Abolish Magic's duration reduction. Fixed an issue that caused Burning Despair's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Drain Hope and Drain Essence to remain active on targets after they enter a Vehicle. Leoric's Self Healing is no longer increased by Drain Essence's Undying death timer reduction. Leoric is no longer capable of activating Ossein Renewal while Undying is active. Wrath of the Bone King effect reveal duration reduced from 1 second to 0.75 seconds. Li Li
      Lightning Serpent's Bounces will now bounce to targets immune to area damage (Example: Sgt. Hammer Spider Mines). Lightning Serpent's Bounces will now target Passive targets (Example: Kharazim's Earth Ally and Spirit Ally). Li-Ming
      Fixed an issue that caused Magic Missiles to not grant stacks of Force Armor when Tal Rasha's has been selected and Magic Missiles has not granted Spell Power. Fixed an issue that caused Teleport to not be completely refunded by Critical Mass and Illusionist while Aether Walker is active. Fixed an issue that caused Magic Missiles to hit Invulnerable enemies. Lunara
      Fixed an issue that caused Invigorating Spores to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Invigorating Spores to deal damage while Blinded or if the target is Evading. Fixed an issue that caused Invigorating Spores to deal damage on an attack that brings the target to full stacks of Nature's Toxin. Splintered Spear will no longer target Hidden or Neutral targets. Lt. Morales
      Fixed an issue that caused Medidrone to be capable of healing Leoric while Undying is active. Fixed an issue that caused Healing Beam to remain active on a Minion after Sylvanas has cast Possession on the Minion. Maiev
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Vengeful Knives to gain bonus damage from Physical damage while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks empowered by Umbral Bind to not grant Vengeful Knives stacks against the primary target. Fixed an issue that caused Containment Disc's Silence to be bypassable by casting an ability making the target immune to Silence as soon as the Time Stop expires. Fixed an issue that caused Bonds of Justice to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Naisha's Memento's Bounces will now bounce to targets immune to area damage. Naisha's Memento will no longer bounce to Mercenaries that are not currently active. Mal'Ganis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Vanquish the Weak to apply the slow before the damage is dealt. Winged Guard will now display a Block visual. Blind as a Bat will now remove any nearby reveals placed by Mal'Ganis when cast. Fel Claws will now reveal targets for 2 seconds if Blind as a Bat is not active. Necrotic Embrace will now reveal targets for 2 seconds if Blind as a Bat is not active. Echo of Doom will now reveal targets for 2 seconds if Blind as a Bat is not active. Plague Bats will now reveal targets for 2 seconds if Blind as a Bat is not active. Seeker Swarm Bats will now only reveal targets for 2 seconds if Blind as a Bat is not active. The Night Beckons icon updated. Malfurion
      Difficulty updated from Easy to Hard. Fixed an issue that caused Ysera's Gift to grant bonus healing while Malfurion is dead. Fixed an issue that caused Malfurion to be incapable to pinging the cooldown of Astral Communinion to his team. Malthael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Touch of Death to display floating text for healing prevented twice. Ethereal Existence will now display a Block visual at maximum stacks. Soul Rip no longer reveals the area. Medivh
      Fixed an issue that caused the Hall of Storms to increase Raven Form's Movement Speed by more than intended. Fixed an issue that caused Basic Attacks to activate Temporal Flux while Blinded or if the target is Evading. Using a Portal will no longer move the user's Camera. Mei
      Difficulty updated from Medium to Hard. Fixed an issue that caused Polar Vortex's Attack Speed malus to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Basic Attacks to activate Cooling Servos while Blinded or if the target is Evading. Fixed an issue that caused Induce Hibernation to apply to non-Heroes. Skating Away now displays a Block visual. Mephisto
      Difficulty updated from Medium to Hard. Fixed an issue that caused Lightning Reaction to not be affected by damage reduction if caused by a Shade of Mephisto's Lightning Nova. Muradin
      Fixed an issue that caused Bronzebeard Rage's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Basic Attacks to grant Perfect Storm progress while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Give Em' The Ax while Blinded or if the target is Evading. Fixed an issue that caused Grand Slam to grant a charge of Haymaker for each Hero that took part in the takedown. Storm Bolt will no reveal the target for 2 seconds. Muradin is no longer revealed to the enemy if unseen when Thunder Burn empowered by Thunderstrike damages an enemy. Perfect Storm quest tracker icon updated. Murky
      Fixed an issue that caused Big Tuna Kahuna's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Time To Krill to heal the target Murky if they have selected Fish Tank. Fixed an issue that caused Time To Krill to not heal the applying Murky if they have selected Fish Tank. Murky no longer reveals in area around him after his Egg is slain. Octo-Grab will now reveal the target while active, instead of for a fixed 4 seconds in a 0.75 radius. Octo-Grab will now reveal the target for 2 seconds when first cast. Slime will now reveal targets hit for 2 seconds. Pufferfish will now reveal targets hit for 2 seconds. Nazebo
      Fixed an issue that caused Plague of Toads to hit Invulnerable enemies. Fixed an issue that allowed targeted abilities against the Plague of Toads unit. Nova
      Difficulty updated from Medium to Hard. Fixed an issue that caused Holo Decoys to be revealed to the enemy when their border becomes visible. Fixed an issue that caused Holo Decoys to reveal the area around them when slain for 1 second. Fixed an issue that caused Anti Armor Shell's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Holo Decoy's damage readout in the Target Info Panel to display incorrectly with Anti-Armor Shells selected while their Basic Attack is on cooldown. Fixed an issue that caused Anti-Armor Shells to reduce the Physical Armor of the target before the damage is dealt. Triple Tap will now reveal targets hit for 2 seconds. Precision Strike will now reveal targets hit for 2 seconds. Explosive Snipe will now reveal targets hit for 2 seconds. Snipe no longer reveals in an area around the target. Rapid Reprojection icon updated. Orphea
      Difficulty increased from Medium to Hard. Fixed an issue that caused Eldritch Conduit to not be empowered when gaining the 10th stack. Fixed an issue that caused Eldritch Conduit's empowered to be lost when slain. Fixed an issue that caused Eternal Feast to search for dead units. Fixed an issue that caused Dead Magic to deal damage if the splashed to target is Evading. Dead Magic now reveals the area for 0.75 seconds. Probius
      Fixed an issue that caused Construct Additional Pylons to increase the damage of Pylon Overcharge by more than intended. Qhira
      Difficulty updated from Medium to Hard. Fixed an issue that caused Blood Rage to track units after they have been slain. Fixed an issue that caused Upstage to not be granted if the number of tracked targets is not reached due to targets dying from Blood Rage. Fixed an issue that caused Blood Rage's activation to grant a stack of Fatal Wounds. Fixed an issue that caused Basic Attacks to activate Your Pain, My Gain while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Finishing Touch while Blinded or if the target is Evading. Fixed an issue that caused Finishing Touch to grant attack speed if the target is brought to below 50% of their Maximum Health. Basic Attacks no longer reveal targets hit. Swing Life Away now display Spell Armor visuals. Ragnaros
      Lava Wave will no longer collect Experience Globes (NOTE: Last hits will still function). Fixed an issue that caused Tempered Flame to increase Ragnaros's Self Healing when Shields granted. Fixed an issue that caused Cauterize Wounds to not display correctly in the Death Recap. Fixed an issue that caused non-Heroes to not reduce the cooldown of Blistering Attacks with Empower Sulfuras. Raynor
      Fixed an issue that caused Give em' Some Pepper damage to not display in the Death Recap. Fixed an issue that caused Give em' Some Pepper damage to not increase Raynor's relevant score entries. Fixed an issue that caused Give em' Some Pepper to only reveal Raynor's non-updating position if unseen when dealing damage to an enemy. Fixed an issue that caused Give em' Some Pepper to not be correctly modified by damage modification from other Heroes. Fixed an issue that caused damage dealt by Hyperion created by Execute Orders to display incorrectly in the Death Recap. Give em' Some Pepper will now reveal the area for 0.75 seconds. Rehgar
      Fixed an issue that caused Elemental Conduit to increase Rehgar's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Colossal Totem's recast to be available for less than the duration of Earthbind Totem. Fixed an issue that caused Hunger of the Wolf to activate while Blinded or if the target is Evading. Fixed an issue that caused Bloodlust to not apply to channeled Basic Attacks. Rexxar
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Aspect of The Hawk's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Misha to gain more Movement Speed than intended while Rexxar is Mounted. Fixed an issue that caused Unleash the Boars damage to not be modified by most forms of damage modification. Fixed an issue that caused Kill Command's damage bonus to be multiplicative. Fixed an issue that caused Wildfire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Misha to lose the benefits of Primal Intimidation once slain. Wildfire Bear now reveals the target for 2 seconds. Samuro
      Difficulty increased from Hard to Very Hard. Wind Walk healing increased from 1% to 3%. Way of the Wind healing reduced from 5% to 4%. Fixed an issue that caused Way of the Wind to increase Samuro's Healing score instead of his Self Healing score. Mirror Image reveal of nearby units on death now matches other Heroic units. Sgt. Hammer
      Tank Mode Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will now be consumed). Tank Mode Splash will now trigger if the Sgt. Hammer is Blinded. Splash damage and triggering effects will still be prevented. Tank Mode Splash will now reveal the effect area for 0.75 seconds. Tank Mode Splash attacks will no longer reveal targets hit. Sonya
      Fixed an issue that caused Leap to not grant Unstoppable while active. Rampage icon updated. Stitches
      Difficulty updated from Medium to Hard. Fixed an issue that caused Putrid Bile's Pools to not have their damage modified by other Heroes effects placed onto Stitches. Stukov
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reactive Ballistospores to not be reset correctly by Try Mode, Sandbox reset cooldowns. Fixed an issue that caused Reactive Ballistospores to deal more damage than intended when applying Weighted Pustule. Fetid Touch icon updated. Reactive Ballistospores icon updated. Reactive Ballistospores is now considered an active talent, instead of a Weighted Pustule talent. Sylvanas
      Difficulty updated from Medium to Hard. Fixed an issue that caused Might of the Banshee Queen's active bonuses to be lost when slain. Fixed an issue that caused Remorseless to apply Overwhelming Affliction's slow when fired. Fixed an issue that caused Remorseless to not apply Black Arrows stacks while Blinded or if the target is Evading. Fixed an issue that caused Remorseless to not apply Black Arrows activated non-Hero Stun. Fixed an issue that caused Remorseless to not apply Mercenary Queen's Mercenary Stun. Fixed an issue that caused Basic Attacks to activate Evasive Fire's duration refresh while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Lost Soul's cooldown reduction while Blinded or if the target is Evading. Fixed an issue that caused enemies hit by Deafening Blast's bonus damge area to not be revealed for 2 seconds. Fixed an issue that caused enemies hit by Deafeaning Blast's bonus damage area to not be affected by Black Arrow's activated non-Hero stun. Fixed an issue that caused Catapults to grant more Experience than intended when Possessed. Remorseless will no longer bounce to Mercenaries that are not currently active. Remorseless will now bounce to targets immune to area damage. Wailing Arrow no longer reveals in a radius around Sylvanas when cast. Wailing Arrow will now reveal the search area for 0.75 seconds. Remorseless icon updated. Tassadar
      Difficulty updated from Medium to Hard. Fixed an issue that caused Feedback's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Archon's Basic Attacks Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Executor's Will to not increase Healing dealt. Fixed an issue that caused Oracle's passive healing to not be displayed in the Death Recap. Fixed an issue that caused Archon's Basic Attacks to reduce the Spell Armor of targets while Blinded or if the target is Evading. Khaydarin Amulet now requires the target to be visible to start the link. Khaydarin Amulet will now reveal the target for so long as the link remains active. Khaydarin Amulet will now bounce to targets immune to area damage. Khaydarin Amulet will no longer bounce to Invulnerable enemies. Archon Basic Attacks Splash will no longer reveal targets. Archon Basic Attacks will now reveal the effect area for 0.75 seconds. The Butcher
      Difficulty updated from Medium to Hard. Fixed an issue that caused Butcher to lose more Meat than intended when slain. Cleaver no longer reveals targets hit. Cleaver will now reveal the search area for 0.75 seconds. Furnace Blast will now reveal targets hit for 2 seconds. Butcher is no longer revealed to the enemy if unseen when Lamb to the Slaughter damages an enemy. The Lost Vikings
      Viking Hoard will now display the stacks as a baseline quest in the talents tab of the scoreboard. Fixed an issue that caused It's a Sabotate to apply while Erik is Blinded. Fixed an issue that caused Hunka Burning Olaf's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Nordic Attack Squad to not be displayed correctly in the Death Recap. Baleog's Basic Attacks when fired from a distance effect reveal duration increased from 0.5 seconds to 0.75 seconds. Baleog's Basic Attacks when fired at close range will now reveal the effect area for 0.75 seconds. Hunka Burning Olaf will now reveal the target for 2 seconds. Nordic Attack Squad icon updated. Thrall
      Difficulty updated from Easy to Medium. Fixed an issue that caused Basic Attacks while Windfury is active to grant stacks of Frostwolf Resilience while Blinded or if the target is Evading. Feral Resilience will now display Block visuals. Tracer
      Fixed an issue that caused Heavy Handed's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Basic Attacks to activate Telefrag while Blinded or if the target is Evading. Fixed an issue that caused Quantum Spike Pulse Bombs will now explode at the same time as other Pulse Bombs when a unit is Hit, instead of 0.3125 seconds later. Fixed an issue that caused Is That a Healthpack?! to heal Vehicles if selected. Fixed an issue that caused Composition B + Quantum Spike to deal percent damage to non-Heroes. Fixed an issue that caused Parting Gift to hit Invulnerable enemies. Total Recall will now increase Tracer's Self Healing when Tracer is healed. Total Recall will now display floating combat text when Tracer is healed. Total Recall will now display in the Death Recap. Completing a Reload will now display floating combat text for the amount of Ammo restored. Locked and Loaded will no longer cause Basic Attacks to display as criticals. Locked and Loaded will cause the floating combat text for ammo restored by Reload to display as a critical. While Locked and Loaded is active, Tracer's Ammo Bar will have a slight pulsing glow around it. This is only visible to Tracer and her Allies. While Locked and Loaded is active, Tracer's Reload button on the Command Bar will have a pulsing glow around it. Ricochet now requires Tracer to have selected Tracer Rounds to reveal targets. Ricochet will now only bounce to visible targets. Ricochet will now bounce to targets immune to area damage. Ricochet will no longer bounce to Mercenaries that are not currently active. Bullet Spray will now reveal targets hit. Quantum Spike Pulse Bomb will now reveal identically to other Pulse Bombs, instead of in a larger radius. Untouchable icon updated. Tychus
      Difficulty updated from Medium to Hard. Fixed an issue that caused Bob and Weave's Basic Attack range increase to display incorrectly in the status buff bar. Sizzlin' Attacks icon updated. Tyrael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Swift Retribution to not apply to channeled Basic Attacks. Fixed an issue that caused Basic Attacks to activate Bound By Law while Blinded or if the target is Evading. Fixed an issue that caused Burning Halo's damage aura to display as a critical when damage was not increased. Archangel's Wrath explosion will now reveal targets hit for 2 seconds. Burning Halo icon updated. Burning Halo is now classed as a Passive talent. Horadric Reforging icon updated. Horadric Reforging is now classed as a Passive talent. Tyrande
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shadowstalk's healing over time to remain active on Leoric while Undying is active. Fixed an issue that caused Huntress Fury to not bounce to Deathwing. Fixed an issue that caused Sentinel's cooldown to be reset if a Hallucination is slain while revealed by Sentinel. Fixed an issue that caused Mark of Mending to not heal Evading allies. Fixed an issue that caused Basic Attacks to activate Mark of Mending if the target is Evading. Fixed an issue that caused Elune's Chosen to heal for overkill damage. Tyrande is no longer revealed to the enemy if unseen when Empower damages an enemy. Shooting Star icon updated. Uther
      Difficulty updated from Easy to Hard. Uther's Heroics will no longer be hidden while Spirit Form is active. He will not be capable of casting them. Fixed an issue that caused Holy Fire's damage aura to display as a critical when damage was not increased. Holy Radiance will now reveal the effect area for 0.75 seconds. Holy Radiance will now reveal enemy targets hit. Divine Storm will now reveal the effect area for 0.75 seconds. Divine Storm will reveal the target for 2 seconds. Holy Fire icon updated. Valeera
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Garrote to display incorrectly in the Death Recap after extended by Rupture. Eviscerate will now reveal the target for 2 seconds. Ambush will now reveal the target for 2 seconds. Cheap Shot will now reveal the target for 2 seconds. Garrote will now reveal the target for 2 seconds. Sinister Strike will now reveal targets hit for 2 seconds. Blade Flurry will now reveal the effect area for 0.75 seconds. Blade Flurry will now reveal targets hit for 2 seconds. Valla
      Difficulty updated from Easy to Medium. Fixed an issue that caused Manticore's stack display to be displayed incorrectly. Manticore icon updated. Varian
      Fixed an issue that caused Second Wind to display as uncastable. Fixed an issue that caused Twin Blades of Fury's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Juggernaut to be capable of activating on-death effects multiple times on enemies. Master at Arms will now reveal targets hit for 2 seconds. Master at Arms will now reveal the effect area for 0.75 seconds. Whitemane
      Difficulty updated from Medium to Very Hard. Inquisition will now reveal targets for 2 seconds upon removal and for 0.5625 seconds each time damage is dealt. Inquisition will no longer reveal around the target. Divine Reckoning will now reveal targets hit for 2 seconds. Searing Lash will now reveal targets hit for 2 seconds. Saintly Greatstaff icon updated. Xul
      Fixed an issue that caused Cursed Strikes to hit targets immune to area damage. Cursed Strikes will now reveal the effect area for 0.75 seconds. Backlash will now reveal the area for 0.75 seconds. Shackler no longer reveals the area. Cursed Strikes no longer reveals targets hit. Yrel
      Difficulty updated from Medium to Hard. Holy Wrath Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Dauntless will now display Block visuals. Holy Wrath area reveal duration reduced from 1 second to 0.75 seconds. Aegis of Light no longer reveals the area. Vindication will now reveal targets hit for 2 seconds. Righteous Hammer will now reveal targets hit for 2 seconds. Avenging Wrath will now reveal targets hit for 2 seconds. Zagara
      Fixed an issue that caused Banelings to not be affected by Defense Matrix. Mutalisk Basic Attacks will no longer bounce to Mercenaries that are not currently active. Mutalisk Basic Attacks will now bounce targets immune to area damage. Zarya
      Difficulty updated from Easy to Medium. Fixed an issue that caused Defensive Shielding to not apply if the target already has select forms of Block. Fixed an issue that caused Basic Attack Splash to work incorrectly with Time Stop. Basic Attacks will now reveal the effect area for 0.75 seconds. Basic Attacks no longer reveal targets hit. Explosive Barrier will now reveal targets hit for 2 seconds. Explosive Barrier will now reveal the effect area for 0.75 seconds. Feel the Heat icon updated. Zeratul
      Difficulty updated from Hard to Very Hard. Cleave will now reveal the effect area for 0.75 seconds. Zul'jin
      A Surprise For Ya no longer reveal targets. A Surprise For Ya will now only bounce to visible targets. A Surprise For Ya will now bounce to targets immune to area damage. A Surprise For Ya will no longer bounce to Mercenaries that are not currently active. Grievous Throw will now reveal targets hit for 2 seconds. Twin Cleave will now reveal targets hit for 2 seconds. Guillotine will now reveal targets hit for 2 seconds. Buzzsaw will now reveal targets hit for 2 seconds. Return to Top
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