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Heroes of the Storm AMA Recap: December 5th

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The Heroes team answered your questions on Reddit and here is a summary of the latest AMA.

AMA Highlights

  • The team has been talking about a data API for Heroes for years, but those initiatives have hit hurdles with everything from data compliance complexities (GDPR) to prioritization against other game features. They are discussing exposing official winrates and stats alongside updates that are balance- and gameplay-centric.
  • Spectator Mode is something they want to bring to the game.
  • They want to revisit rewards to bring new players to the game.
  • Qhira can't use Revolving SweepRevolving Sweep to pull herself to Deathwing, because the ability had weird interactions with other Hero abilities like Chen's Flying KickFlying Kick, so the most elegant solution was to make her disconnected from Unstoppable targets.
  • Performance-Based Matchmaking is still running in the background, they have some cool designs, but no ETA for it.
  • In one of Chromie's first iterations, her Heroic slowed time for every other unit in the game.
  • The laning phase in the game is passive and Experience Globes help encourage a more aggressive play. 
  • The team has discussed to implement ARAM as a separate Game Mode which means an overhaul to the rewards system and ARAM counting toward Daily Quests.
  • They think of Deathwing as their first "Mythic" Hero, so they've increased his price to 20,000 Gold instead of the usual 15,000.
  • The team is finalizing Tassadar's rework, D.Va is still far from finished.
  • The team is working on a cool skin for Deathwing.
  • Lilith won't appear in Heroes of the Storm before the launch of Diablo IV.
  • It is intended for Deathwing to be stopped by Zeratul's Void PrisonVoid Prison.
  • Azmodan and Chromie are available in ARAM as of the Deathwing patch. Varian may be enabled in the future.
  • Malthael is one of the best Heroes in the game in regards to talent diversity.
  • There are no plans to update Overwatch Heroes based on talents found in Overwatch 2.
  • They have some plans for Tracer, but no information to share at this time.
  • No Ranked ARAM is planned.

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Is the official (statistics) API still a possibility? It was mentioned as a low priority feature before cadence changes. Now after the changes is it still something that we can expect at any time int the future? Answering no is also fine.

Hi! I replied in another thread on this, but see this one is much more specific with the replay API ask. I don't think we'll be able to send all replays anywhere for you for the same data protection reasons that limited us in our earlier API efforts, so we'll likely still end up in a similar boat with trying to expose expose aggregate balance and winrate info in a more static fashion at specific intervals around game updates.

As for the supporting/partnering and/or promoting HotSAPI/others - we can talk about this. No promises, but I'm in the boat of wanting the community to have this info in the ways we can safely help them get it.

Have you guys considered adding a spectate mode?

Every day. We even put some time into designing out how it would look. There are a bunch of challenges with it, but it's definitely something we want to do.

Are there any plans to expand the information stored in replays regarding quests & quest talents?

Currently only Seasoned Marksman and Regeneration Master record their number of stacks as part of the replay, and it'd be nice if this could be expanded to all quest talents, rather than just these two.

If really wanted to go above and beyond, recording the time of quest completion would be really cool.

This is definitely something I would also like to see. I really like people being able to get some good analysis out of replays so if this is something that we can add I will see what I can do!

Right now it is hard to get friends from other Blizzard games into HotS, because the first few heroes take so long to acquire with in-game currency.

Could we award heroes for players' activity in other Blizzard games?

For example:

  • Achieve level 120 in WoW: Battle for Azeroth - Anduin and Sylvanas
  • Complete the Diablo III: Reaper of Souls campaign - Malthael and Auriel
  • Play 20 ranked games in Overwatch - Genji and DVa

This change would have minimal impact on smurfing, because new accounts would need to separately purchase fresh copies of these games to benefit, and would also make it much, much easier for HotS fans like myself to entice their friends from WoW, Overwatch and Diablo into the nexus!

Hi, /u/jjp3! We try to create many opportunities for new players to jump in and get access to heroes that they want to play, including several of these types of cross-game rewards (mostly tied to game ownership) which are still active in-game. I love these kinds of things and will encourage the team to revisit these rewards in search of more ways to help bring in friends from other Blizzard games. We’ll see what we can do!

Why can Sonya use E to pull herself to. Deathwing, but Qhira can't use E to pull herself to Deathwing?

(Why can unstoppable prevent enemy movement from just one single ability, and not any other abilities?)

Qhira's E (Revolving Sweep) is a special case scenario for becoming disconnected from Unstoppable targets that we found was the most elegant solution to several issues we were having during Qhira's development. Story time!

It all started a long time ago when we were currently working on the Chen rework and Qhira was in development at the same time. During a playtest game we had a Qhira on one team and a Chen on the other. During the middle of the game in a heated team fight, Qhira used her Revolving Sweep on Chen and Chen used his Flying Kick on Qhira. Suddenly, Chen and Qhira both blasted off into the sky and disappeared off the map. Laughter erupted throughout the bullpen as everyone wondered what they just witnessed. This happened because of the way Qhira's Revolving Sweep moves her around her target. It is constantly and instantaneously updating her position. Chen was never able to resolve his Flying Kick movement, and since he has a bit of elevation to it they would fly into the sky.

As more playtests came, we started finding this issue more and more. Kerrigan would leap to Qhira during Revolving Sweep and the same thing would happen. Varian's Charge. Cassia's Fend. Illidan's Dive. The list went on and on. Clearly fixing each of these on a case by case basis would take a significant amount of time and effort and would probably still not cover all of the possible scenarios.

This led us to making Qhira untargetable during her Revolving Sweep -- if she can't be targeted then no other Heroes can use weird movement abilities on her and none of this will happen, right? Well, no. In the rare case that Chen kicks Qhira while she is casting Revolving Sweep, the same problem will happen. Ok, no big deal, we can stun the target too, that way it knocks them out of any kind of movement ability they're doing! Except for if they... are unstoppable. So in that case, the best thing to do is just not let her Revolving Sweep hit an unstoppable target.

We explored many different solutions to this problem. We tried changing the way her movement worked, we tried adding special cases for all of the major movement issues that we could find (a very time consuming process I might add), but ultimately there would always be additional bugs and problems that would appear as a result of those changes. Each hero had a different special case that had to be setup in a different way. We found that the simplest and least bug-prone way of fixing Revolving Sweep was to do exactly what I described above. Become untargetable, stun the target, and pass through unstoppable targets.

This actually meant we had to make significant balance changes to the rest of her kit to compensate for this huge power that was just added to this ability. In the end, we felt that since Revolving Sweep is Qhira's most awesome ability in the first place, it was ok for us to make these power adjustments and balance around it in other places. We also felt that becoming Unstoppable added a level of counter-play to the ability that was somewhat lacking before, as well.

Any plans to release Official API? If you're going to make big game-changing patch like Nexus Anomaly a regular thing, players should be able to see exactly how it affects the game and how the meta changes accordingly from an accurate source.

We’ve been talking about a data API for Heroes for YEARS and at times have even made strides on bringing it to you. Unfortunately, those initiatives hit hurdles with everything from data compliance complexities (GDPR has been fun!) to prioritization against other game features and have lost steam over the years.

In the absence of the actual API, we’ve discussed exposing official winrates and stats alongside updates that are more balance- and gameplay-centric, and that is something I’d still be open to exploring if you think it gives you a portion of what you’re looking for?

When a Hero is killed while a Damage Over Time effect is on them, could the Death Recap be updated to feature the total potential damage that could have happened to them?

This is something we can definitely look into doing. Thanks for the suggestion. ?

It has been nearly 2 years since Kaeo has stated that performance based MMR is something targeted to return when the time is right. Is this still a possibility or has that project been sidelined into oblivion at this point?

That Kaéo guy!! So where we last left this system is that it’s still on in the background gathering data about player performance. What we really want to do with it is use that data to power a post-game scorecard feature that gives players detailed info on how they played their hero, on that map, vs. other players of similar skill in an attempt to highlight not only areas that they are performing well, but more importantly areas that they should focus on improving (and how). We have some really cool designs for this and would love to bring the feature to the game, but don’t currently have an ETA for it.

What to you is the ultimate goal behind balance patches?

With the balance patch changes over the last year or so, I’ve had a pretty strict philosophy to them that I’m fairly passionate about. Here are some of the major things that we strive for with every balance patch:

1. The ultimate goal of the balance patches is to make the game more fun. This sounds like a very basic concept, but there’s a lot of specific actions that we take to make this happen. When it comes down to deciding between two difficult choices, asking this basic question is a guiding star for decision making.

2. Buffs and design changes are more fun than simple nerfs. As much as possible, we try to make heroes feel better when changing them, not worse.

3. In every patch we try to put in at least 1-2 design changes that are super crazy/exciting. There should be something in each patch that you read the note and go “no way that’s so busted, I’m going to break the game with this”.

a. This has been a change from how we used to do things. We didn’t really used to do this due to the fear of making something incredibly unbalanced, but nowadays we have more embraced the view that it’s better to create more exciting changes to the game than to never try, and if we mess up then we’ll fix it down the road. So far this has worked very well, as we haven’t had any huge blowouts due to changes in balance patches over the last year.

4. Hitting the right balance between player perception and reality is important.

a. If Hero A is being picked and banned in every game and the playerbase is begging for changes to them, but is at a 46% win rate, and Hero B is totally under the radar but is at a 58% win rate, it can be easy to fall into the trap of buffing Hero A and nerfing Hero B by balancing strictly on win rates. The real situation is much more nuanced than that, and in these situations we look for design-related solutions.

What was the craziest thing you tested/developed, and then scrapped before us players got to see it?

1.

In one of the the first iterations of Chromie she had a heroic ability that slowed time for every other unit in the game. It was pretty wild.

In general it isn't uncommon to create and discard 10 or more abilities before landing on the final kit. Same goes for talents. It's a lot of work, but it's my favorite part of the process.

2.

My favorite was when we had the Hero Buyback system.

This was wayyyyyyyyy back in the day, pre Alpha, when we had Gold, before the talent system that we have today.

Basically you could spend a relatively small amount of Gold, and at any time during the game you could completely switch your hero.

Entire metas were based around this, where, for example, you could play as Zagara in the beginning stages of the game to bully your opponent, then switch to Valla or Zeratul midway through for a power spike, then in the end game go to someone tanky like Arthas for the final few teamfights.

Entire metas were developed around this, and we actually had it in for a long time. It was wild.

Edit: Oh, and we once had a map that was entirely circular, with both Cores in the middle left and right parts of the map. It was appropriately called Crazy Town.

I wanted to ask you guys about the recent Deathwing spotlight. Was this something that you guys brought Cloaken in for specifically? I know a lot of folks were even guessing that it may have been pre-recorded. Any plans to work with Cloaken again in the future?

We love Kevin. We were super happy to be able to ask him to reprise his beloved role as the voice of our spotlight videos. We're happy that he said yes. We would love for him to do it again.

Experience globes significantly encourage "freezing" lanes to deny experience. How does the team feel about this becoming a common strategy due to this Nexus Anomaly? Is it good, is it bad, is it different, what's up?

Great question. I think the answer is a bit complicated, so I’ll try to give my views on it in as simple of a way as possible. Hopefully nothing gets misinterpreted!

I’ll start with a few declarative statements. I’ll clarify that these are just my point of view, and not necessarily those of everyone on the team, so I wouldn’t take this as gospel:

1. I think lane manipulation is and always has been a part of our game, particularly at the higher levels. There are micro instances where it’s a good idea to let enemy minions hit you in front of your tower to make the waves crash near your tower in order to gain advantages like enabling a gank by a nearby teammate or to soak safely in a bad match up.

2. I don’t believe that being encouraged to freeze a lane ever is a terrible thing for the game. However, I do believe that if this is happening all the time at all stages of the game that it is a problem, largely due to encouraging too much passive play when we want our game to be about aggression.

3. In our experience, the experience globes haven’t universally motivated passive play. In general, they have motivated more aggressive play and more interesting combat, as both sides are trying to get a better position so that they can collect the experience globes for themselves.

4. Our game is very differently paced from other MOBAS due to a variety of factors. I’ve seen the narrative that two people are just going to sit near their minions and do nothing while they collect XP, but, at least in my mind, our games just don’t play out that way. We have multiple 2, 3, and 4 man rotations on nearly all of our maps happening at different points of the game, we have map objectives that heavily encourage teams to fight 4v4 or 5v5 depending on the map and game state, and we have mercenary camps that add another layer of depth to where heroes should be positioned on the map at any given point and time. All of these factors heavily disrupt the idea of being able to sit in a lane for multiple minutes on end while doing nothing but soaking XP. Because of this, I don’t believe that due to this change that the optimal play for all 5 members of each team is going to be to sit near minions and collect globes. If I’m wrong and this kind of passive play does dominate proper gameplay, then we would make changes to ensure that it isn’t the case anymore.

Overall I would say that yes, this is a big change to the game, and it’s something that we are going to iterate on, and, like all changes to our game, it’s something that we can remove, keep, or only keep the best parts depending on how it pans out.

Can you share any information about your plans for ARAM?

The team has been discussing replacing the existing Brawl mode with dedicated ARAM queue (random ARAM map rather than weekly map rotation). That would mean reworked rewards, ARAM games will likely to contribute towards daily and special events quests credit, and probably some improvements to the hero selection screen (swaps or rerolls maybe?).

Does this mean we would not be seeing any of the other previous Brawls or would those make a return?

Sadly, non-ARAM Brawls are pretty expensive to maintain. We'd love to keep the Brawl mode hidden, and set up something fun there, for a week or two, on special occasions, such as seasonal events.

Aside of improving the AI, there are any plans to implement any loss forgiveness/safe abandonments features for matches with leavers, specially at draft modes?

I agree, there's hardly anything as frustrating as losing Ranked game 4v5. Handling AFK/desertions in Ranked has been a hot topic for years, and we have done a lot of research on that. Loss forgiveness doesn't play along with the current leaver penalty system too well though. We'd like to rework the ranked penalty system at some point, and that will get us into a better spot for adding some insurance against leavers.

Why was Deathwing gold cost increased to 20k instead of 15k? I wanted to get him on day one so I saved up 15k. Now I have to go farm another 5k to even get him.

Hi, /u/f....yeah! This was something we planned from early in his development to recognize that Deathwing is something truly special in the game on many fronts. Giant Raid Boss! Two ability kits!! DEATHWING!!! For those reasons and many more, the original intention was actually for him to be our first Mythic hero. Those plans happened long ago and got a little lost across his development even internally, so I understand how people feel disappointed that they didn't have the opportunity to save enough gold for him in advance. We should have set that expectation at his announcement and I'm sorry about that. We'll do better communicating about one-offs like this in the future.

Can you shine some light on how the Tass and DVa rework are coming along?

Both are coming along nicely! Tass recently got some of his new art FX (courtesy of /u/Blizz_Thomas) and we're pretty much finalizing his balance/design changes. He should be in your hands soon™. Dva is still a ways off, but we're working hard on it!

Why did Deathwing have no skin at release?

His skin wasn't ready for this year. We have something really cool planed for him though. This is what I'm personally working on at the moment. Please accept The Destroyer Brightwing skin in the meantime as a peace offering.

Have you thought of making a weird map, like a single-lane map with a real objective (so not just an aram)? Or 5 lanes, to go silly in the other directions?

Yes! Very early in development we experimented with a lot of different map types like 4 lane maps, giant maps with huge jungles and only 2 lanes, etc etc. We learned a lot about how easily macro play could become the dominant strategy and how mount speed/globals should be tuned.

I vaguely remember a map that had "waygates" on either side of the map which let you instantly teleport between the two if your team had control of both. We learned very quickly that giving your entire team a Zagara Nydus Canal was a bit OP.

Not really an important issue, but as a D.Va main across both games it always sort of bothered me how in Overwatch D.Va's mech shoots alternating spread shots, like two shotguns, while in Heroes it is animated more like two chainguns, constantly firing projectiles rather than staccato bursts. Is there a technical / design / deliberate reason for this? Not a big problem, I've always just been curious.

That fantasy/mechanical mismatch is something we will be addressing in her upcoming rework ?

Lilith is clearly the most hyped character from Blizzard IPs right now. She got great introduction followed with perfect visual design. It's going to take years before we see her in Diablo 4.

Since hots already introduced decent amount of diablo lore, how insanse is the idea of having Lilith in hots before D4 is released?

Lilith is awesome and though we would love to bring her to the Nexus, we think it would be best for the Diablo team to show her off in their game first. Sorry guys, gonna have to wait on that one for a bit.

You undoubtedly have lots of internal statistics on which you based your hero balancing. Would you mind sharing these statistics? It does not have to be something fancy - for example just posting a spreadsheet here on the subreddit. I might be useful to see how i.e. hero winrates differ from the data available to community through replay analysis.

We do use a lot of statistics when looking at balance. However, at this time we don’t have plans to share them publicly.

I do share statistics from time to time, but am wary of showing something like a whole spreadsheet of win rates on some specific date. The main reason is because statistics can and almost always are misinterpreted to fit a certain narrative, and it takes lots of stats from different places to put together a complete picture about what’s going on.

For example, in regards to purely win rates the game has almost always been in an excellent spot across the board, yet that hasn’t always felt like the case with player feedback, nor with what they are picking and banning at various levels of play. If we balanced the game purely based on win rates alone, you would see a whole lot of changes that seem to make no sense at all, because they don’t reflect the reality of what players are experiencing.
I can give some broad points about our statistics over the years that I’ve observed:

1. Win rates across the board, especially for talents, are almost always very close. I would say about half the time is the most picked talent the one that’s actually winning the most often.

2. Niche heroes tend to have much higher win rates than others. This is even more impressive if you think about how they often have a negative stigma for not being strong, yet they still win despite that team morale hit that often happens when they are taken.

3. Hero pick and ban rates rarely reflect what’s actually winning, and more often reflect community sentiment on what they believe is strong, or is something that players more generally just don’t want to play against.

Can we get a look under the hood at the Match Point breakdown? as in how does one person get 15 points and the other 26 points in the same Bronze 5 win

Hi there!
There are a couple of factors involved with this:
- Uncertainty: The more time between games, the less confidence the matchmaker has in your skill rating and so the more it is adjusted
- Dampening: At extreme ratings, we limit the ability to move in a particular direction. This is so we don't get people off in Narnia without the ability to play with anyone
- Bronze 5 Hugeness: Bronze 5 covers a large skill rating and has its own dampening in it as well, so while you are moving the same rating, you might not be moving the same ranked points until you get to Bronze 4.
This last point is something we're taking very seriously and investigating what to do about it.

Why don't you update all Regions at the same time? I'm just curious!

We want to make sure the game is available to the maximum number of players the maximum amount of time, so we try to make sure we take each region down when the lowest number of players would be playing. When the US has the most people online, Europe has the least and vice versa. There are other factors that affect the time, but that is far and away the biggest reason.

I am clearly biased when I ask this, but are there any plans to retune Butcher into baseline Ranked viability whilesimultaneously nerfing his snowball potential (so he doesn’t simply break QM completely, especially for new players)?

We're currently taking a holistic look at Butcher, focusing especially on ways to make him more "generally" usable and reducing some of the pain points with his baseline quest ?

Is it intended that Death wing can be stopped by void prison?

Yes, this is intended. For most enemy interactions, think of Deathwing as a Johanna who always has her trait up.

Since we got ARAM, both Chromie and Azmodan got reworked. Would you consider enabling them for ARAMs in their current state?

Good news! Azmodan and Chromie are available in ARAM as of the Deathwing patch ?

I'll bring up the Varian question in our next design meeting.

Malthael is considered by most to have pretty poor talent diversity. And his trait build is lacking at the moment. Is this something you see with the data on your end and are you planning on giving a once over to some of the bigger offenders?

After digging into the data, Malthael is still one of the best heroes in our game in regards to talent diversity. That narrative simply isn’t reflecting the reality of his talent choices. As an example, at Level 1, 40.3% of people are picking On a Pale Horse, 40% of people are picking Fear the Reaper, and 19.7% of people are picking Death’s Reach, with all 3 of them having similar win rates.

That being said, like every hero in our game, I don’t believe his talents are perfect, and he can definitely still use improvements.

We've heard many times how remaking Arthas's model is a large undertaking that, art-wise, is basically an entire new hero. How much work is just a new set of animations? 

So, it's hard to say exactly how long just re-animating Arthas would take but generally it takes us about 20ish weeks to fully animate a hero start to finish. So, somewhere in that range. I can't give a specific range because every hero takes more or less time depending on their complexity. A simple biped like Raynor could take half the time to animate in comparison to someone like Deathwing who has 4 legs, wings, and a tail. All those extra bits really add up and extend animation time. Kit complexity, extra models, and stuff like that also add to animation time. We also have to consider what state Arthas is under the hood in terms of rig and data set up. Having extra issues to deal with on top of just doing the animating work can really slow down the whole process. Ultimately, slowing down the whole process impacts all of the cool new stuff we're currently working on too so it's a tough trade off.

With Overwatch 2's recent reveal, will the artists and dev team be collaborating with the OW team to create new skins/ integrating talents for the existing roster of heroes perhaps during a rework?

I don't believe there's any plans to update current heroes talents based on the OW2 reveal, however it's certainly possible in the future once the game is released. On the art side we always want to be sensitive to the source material for our content and if we decide to make a new hero or skin we would certainly collaborate with the OW team to build the best version possible.

Good morning. when are you going to buff to tracer ?

We do have plans to liven things up for Tracer, but we're not ready to share details quite yet ?

When will quick match be removed from the game? Or at least fixed? Quick match's current incarnation being a problem has been common knowledge for years, but nothing has been done to address it, despite quick match being any new player's first experience with the game.

Quick Match has been a topic that has blighted my dreams, affected my relationships, altered my gravitational pull with the Earth, caused many discussions in the office, and largely just followed me around like a shadow made of tears and frustration.
From issues stemming from New Heroes being 2/3rds of the queue for the first week or so of a hero's release (seriously, how do you expect us to be able to matchmake that?), or issues with Call of the Nexus, or to the time it broke for 3 days and made any match it wanted to, Quick Match has kept me awake when I would rather be asleep for far too long.
However, what can we do with it? It's our most popular game mode and we are, I think, the only MOBA that allows you to pick a hero before entering matchmaking. We are Just. That. Nice.
So, what do we do with it?
- Nothing: You can just play it as is, get some amazing games, get some... other games, play the newest and shiniest hero... eventually?
- Blind Pick/All Pick: We become more like other MOBAs and you can pick your hero in turn and do/don't get to see what your opponents pick until the timer is up, and then the guy that didn't get what he wanted leaves the game and overall sadness goes up in the world by 0.002%
- ANARCHY: We just turn all the Quick Match rules off and hope the problem solves itself!
As us Brits like to say: Answers on a Postcard addressed to the Nexus and I'll collate the responses.

Arams are amazing is there a plan to add a ranked version of it? This might add some sort of strategy to the mode.

While that sounds like a nifty idea, we don't have any plans to add a ranked mode for ARAM at this time.

I'd have a few concerns with doing it - primarily that ARAM is intended to be a fun, wacky mode where you can kind of wind down and relax. If we turn it into a competitive thing, a lot of that spirit can easily be lost in the name of created a better ranked experience.

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There were also one responded to later, where they finally addressed the numerous questions regarding the lack of any Ranked rewards. It didn't say much though, beyond essentially "It's too late now, but we will think about it to next time". So yeah... That one's still a sore topic for folks.

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On 12/7/2019 at 7:18 PM, Lampanelli said:

There were also one responded to later, where they finally addressed the numerous questions regarding the lack of any Ranked rewards. It didn't say much though, beyond essentially "It's too late now, but we will think about it to next time". So yeah... That one's still a sore topic for folks.

Perhaps any development time dedicated to new mounts is towards making those purchasable in collection, so seasonal ones have been cut. At least they could add some of these which are currently unavailable, like those previously available from e-sport donations (or some recolors of them). Otherwise, there is no reason to bother with league, especially when matchmaking can create messy teams (in terms of rank difference) quite often. 

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On 12/7/2019 at 9:16 AM, Stan said:

They want to revisit rewards to bring new players to the game.

One of the ways they could easily implement is to add more integration between Blizzard games. Say, for instance:

  • Reach level 120 on BfA, unlock Anduin or Sylvanas.
  • Reach level 70 on Diablo III, unlock any of the Nephalem characters in D3 (just one).
  • Complete the main campaigns of each race on StarCraft II and unlock Raynor, Kerrigan and Artanis.

Edit: I posted this before reading the blue post, and only read the reddit post regarding it much later. It is surprisingly I had the same idea as the OP. Curious. /lol

I also strongly think they should reduce price ranges on many Heroes. We haven't seen any Hero drop from 10.000g for quite a while. Having these massive gold prices can easily scare away new players because it will take so long to unlock those Heroes. Since we have a shitload of Heroes now, I think they should revisit some prices.

Edited by Valhalen
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1 hour ago, Valhalen said:

One of the ways they could easily is to make more integration between Blizzard games. Say, for instance:

  • Reach level 120 on BfA, unlock Anduin or Sylvanas.
  • Reach level 70 on Diablo III, unlock any of the Nephalem characters in D3 (just one).
  • Complete the main campaigns of each race on StarCraft II and unlock Raynor, Kerrigan and Artanis.

Complete Blackthorne, unlo---oh wait...

  • Haha 1

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On 12/7/2019 at 9:16 AM, Stan said:

It is intended for Deathwing to be stopped by Zeratul's Void PrisonVoid Prison.

Of course it is intended. Time stop abilities are the only ones that can stop unstoppable Heroes, even vehicles like the Dragon Knight, etc. This makes Chromie an interesting counter to Deathwing, and a pretty poetic one.

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      Heroes Bug Fixes Heroes
      TANK BRUISER HEALER MELEE RANGED Blaze D.Va Anduin Kerrigan Cassia Mei Gazlowe Auriel Valeera Fenix   Hogger Brightwing   Gul'dan   Imperius Deckard   Kael'thas   Ragnaros Lucio   Nazeebo     Stukov   Tychus         Zul'jin Return to Top
      Tank
      Blaze
      Talents
      Level 1 Endurance Stimpack [Active] Shield amount increased from 530 to 590. Neural Stimpack [Active] Cooldown reduced from 40 to 30 seconds. Level 7 Grill and Kill [W] Damage bonus increased from 20% to 35%. Adhesive Petroleum [W] Slow increased from 35% to 40%. Level 13 Nanomachine Coating [W] Duration increased from 2.5 to 3 seconds. Return to Top
      Mei
      Base
      Snow Blind [Q] Slow and Blind duration increased from 1.5 to 1.75 seconds. Talents
      Level 1 Heavy Pack [Q] Cooldown reduction increased from .25 to .5 seconds. Additional functionality: Each time Blizzard damages an enemy Hero, gain 3 Mana. Ice Storm [W] Bonus final Stun damage increased from 125% to 150%. Level 4 Slushball [Q] Bonus damage increased from 50% to 75%. Cold Front [E] Adjusted functionality: Reduce the cooldown of Icing by 4 seconds. If Mei enters her own Blizzard while Icing is active, the cooldown of Icing is reduced by 5 seconds and she gains 80 Mana. Level 10 Ice Wall [R2] Cooldown reduced from 70 to 50 seconds. Mana cost reduced from 60 to 50. Level 13 Flurry [W] Cooldown reduction increased from 100% to 125%. Return to Top
      Bruiser
      D.Va
      Base
      Mech Health Reduced from 2250 to 2150. Mech Health Regeneration reduced from 4.69 to 4.48. Talents
      Level 10 Bunny Hop [R1] Damage increased from 52 to 70. Return to Top
      Gazlowe
      Base
      Xplodium Charge [E] Damage reduced from 155 to 142. Talents
      Level 10 Grav-O-Bomb 3000 [R2] Damage reduced from 235 to 220. Level 13 Superior Schematics [Q] Bonus range reduced from 50% to 30%. Return to Top
      Hogger
      Base
      Health reduced from 2320 to 2260. Health Regeneration reduced from 4.83 to 4.71. Loot Hoard [D] Meat duration reduced from 5 to 4 seconds. Talents
      Level 1 Journeyman Cooking [W] Healing increased from 6% to 8% maximum Health. On The Prowl [Active] Cooldown reduced from 45 to 40 seconds. Healing per second increased from 6 to 9. Level 4 Brute Force [Q/D] Bonus for hitting enemy Heroes into terrain increased from 2 to 8. Maximum bonus damage increased from 100 to 125. Aggro Range [E] Bonus Rage against non-Heroic enemies reduced from 1 to .5. Bonus Rage against enemy Heroes reduced from 3 to 2. Level 7 Seeing Red [Q/E] Attack Speed bonus increased from 25% to 35%. Garbage Fire [Trait] Loot Hoard cooldown reduction reduced from 4 to 2 seconds. Damage reduced from 25 to 23. Level 10 Hoardapult [R1] Cooldown increased from 50 to 60 seconds. Damage reduced from 140 to 100. Shockwave [R2] Primary Stun duration increased from 1.25 to 1.5 seconds. Primary damage increased from 306 to 335. Secondary damage increased from 210 to 230. Level 13 Dust Devil [E] Armor bonus when below 50 Rage reduced from 30 to 20. Armor bonus when above 50 Rage reduced from 50 to 40. Pummel [E] Slow duration increased from 1.5 to 2 seconds. Level 16 Kablooie! [W] Damage bonus increased from 40% to 50%. Return to Top
      Imperius
      Talents
      Level 1 Impaling Light [Q] Damage bonus per Valorous Brand reduced from 125% to 75%. Level 4 Sovereign Armor [E] Armor amount reduced from 25 to 20. Level 10 Angelic Armaments [R1] Shield amount reduced from 1000 to 850. Return to Top
      Ragnaros
      Talents
      Level 1 Shifting Meteor [W] Damage bonus per hit increased from 5% to 6%. Level 7 Molten Power [Passive] New functionality: If Living Meteor hits enemy Heroes at least 5 times, then reduce its cooldown by 7 seconds, and refund 30 Mana. Return to Top
      Healer
      Anduin
      Talents
      Level 20 Light of Stormwind [R1] Additional functionality: If Holy Word: Salvation lasts for its full duration, then reduce its cooldown by 60 seconds. Desperate Prayer [Active] Cooldown reduced from 40 to 30 seconds. Return to Top
      Auriel
      Talents
      Level 4 Heavy Burden [E] Adjusted functionality: Detainment Strike Slows enemy Heroes for 20% for 2.5 seconds. Slow and duration doubled on enemies it Stuns. Return to Top
      Brightwing
      Talents
      Level 13 Safety Dust [E] Adjusted functionality: Increase Pixie Dust duration by 1 second. Soothing Mist and Blink Heal heal allies with an active Pixie Dust for 75% more. Return to Top
      Deckard
      Talents
      Level 20 Morenados! [R2] Additional functionality: Adds another charge. Return to Top
      Lucio
      Talents
      Level 7 Good Vibrations [Q] Shield amount increased from 35 to 38. Boombox [Active] Boombox no longer has a duration. Level 10 High Five [R2] Cooldown increased from 15 to 20 seconds. Mana cost reduced from 35 to 30. Additional functionality: Heals Lucio for 125 and grants him Unstoppable for 1 second. Level 16 Up to Eleven [E] No longer an activated ability. Adjusted functionality: Increase the duration of Amp It Up by 1 second. Level 20 Summer Anthem [Active] Cooldown reduced from 75 to 60 seconds. Additional functionality: Now also affects Lucio. Mixing Fire [R2] No longer increases the duration of Amp It Up by 1 second. Additional functionality: Reduce the cost and cooldown of High Five by 50%. Return to Top
      Stukov
      Talents
      Level 1 Fetid Touch [W] Number of enemy Heroes hit for final quest requirement reduced from 30 to 25. Reactive Ballistospores [W] Cooldown increased from 15 to 25 seconds. Low Blow [E] Health threshold for bonus damage increased from 30% to 50%. Level 4 Biotic Armor [Q] Armor amount reduced from 15 to 10. Level 13 It Hungers [E] Number of enemy Hero hits required reduced from 10 to 8. Return to Top
      Melee Assassin
      Kerrigan
      Talents
      Level 7 Queen of Blades [Q] Damage bonus increased from 50% to 100%. Ravage cooldown reduction increased from 2 to 3 seconds. Return to Top
      Valeera
      Base
      Sinister Strike [Q] Energy cost reduced from 30 to 25. Talents
      Level 4 Relentless Strikes [Q] Energy cost reduction reduced from 15 to 10. Level 16 Thistle Tea [Active] Cooldown reduced from 40 to 20 seconds. Level 20 Adrenaline Rush [R1] Additional functionality: Smoke Bomb Armor increased from 30 to 60. Return to Top
      Ranged Assassin
      Cassia
      Base
      Basic Attack damage reduced from 125 to 120. Lightning Fury [Q] Damage reduced from 165 to 158. Fend [E] Damage reduced from 34 to 32. Return to Top
      Fenix
      Talents
      Level 4 Inhibiting Energy [W] No longer requires the primary target to be a Hero to Slow enemies in an area. Return to Top
      Gul'dan
      Talents
      Level 10 Horrify [R1] Horrify can no longer be interrupted and put in a 10-second cooldown if Gul'dan is Stunned while it is being cast. Return to Top
      Kael'thas
      Talents
      Level 16 Twin Spheres [Trait] Additional functionality: Gain all level 7 talents. Return to Top
      Nazeebo
      Talents
      Level 13 Guardian Toads [E] Adjusted functionality: Hitting enemy Heroes with Plague of Toads grants 30 Armor for 1.5 seconds, stacking up to 4 seconds. Return to Top
      Tychus
      Talents
      Level 1 Quarterback [W] Bonus damage reduced from 20% to 10%. Return to Top
      Zul'jin
      Talents
      Level 1 Recklessness [D] Basic Attack damage bonus reduced from 20% to 15%. Additional functionality: While below 50% Health, Basic Attacks against Heroes grant an additional stack of You Want Axe?. Level 7 Vicious Assault [Q] Damage bonus increased from 35% to 45%. Level 13 Lacerate [W] Additional functionality: Slow duration is increased by .5 seconds. Ensnare [Active] Cooldown reduced from 45 to 40 seconds. Additional functionality: If no Heroes are hit, reduce the cooldown to 10 seconds. Level 16 No Mercy! [Q] Additional functionality: Basic Attacks against enemy Heroes marked with Grievous Throw deal an additional 2% of their maximum Health as damage. Return to Top
      Bug Fixes
      Heroes
      Murky Wrath of Cod now properly follows DoT rules. Tychus Melting Point now properly follows DoT rules. Return to Top
    • By Stan
      Our writer Elitesparkle has created a video guide to help you become a better Stukov player.
      Here's the video guide.
    • By Staff
      The latest Heroes of the Storm content patch with Hogger is now up, and there have been some changes between PTR and Live notes!
      Blizzard removed the Gladiator's Medallion Nexus Anomaly in the patch. We also have a brand new guide up for Hogger! Here are the full patch notes for the update.
      (Source)
      Our next Heroes of the Storm patch is live and brings a new Hero Hogger! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      New Hero: Hogger Nexus Anomaly Collection Storm League Heroes Bug Fixes New Hero: Hogger, Scourge of Elwynn
      Hogger, a chaotic, mobile, bruiser who creates terrain and deals heavy area damage, now joins the battle in the Nexus!
      Trait [D]
      Loot Hoard Throw a pile of junk that deals 102 damage in a small area and acts as terrain for 5 seconds. Upon expiration, a scrap of Meat is dislodged from the Hoard that Hogger can collect to restore 3% of his maximum Health every second for 5 seconds. Cooldown: 20 seconds. Trait [Passive]
      Rage Rage is gained by taking damage or dealing Basic Attack damage. Hogger’s Basic Ability cooldowns refresh 1% faster for every 2 points of Rage. After 3 seconds of not gaining Rage, it begins to quickly decay. Basic Abilities
      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. No longer deals damage to Structures. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 30 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 50 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] [Active] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 5 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Return to Top
      Nexus Anomaly
      Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Return to Top
      Storm League
      When queued as a party, Storm League now looks for matches based solely on the highest player's MMR. Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Return to Top
      Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      When queued as a party, the Storm League matchmaker will look for matches based solely on the highest player's MMR in the upcoming patch to prevent Master/GM boosting.
      (Source)
      Since there was no mention of changes to Storm League in the PTR Patch Notes, I felt forced to create this thread. Storm League has been in an absolutely unacceptable state for months now and there is no sign of acknowledgement or reaction by the Devs until now.
      At least a dozen accounts in EU Grandmaster were boosted by stacking with lower MMR smurfs to their rank and who knows how many more boosted accounts are below that. At one point during this season even the top 3 GMs in EU were all boosted accounts with insanely high winrates (85%+).
      This has "inspired" more and more players to do the same and if nothing happens the ladder will soon be overrun by boosted players and smurfs if it isn't already. This is a problem that occurs probably at all ranks but it's the most glaring in Master and GM.
      The new season hasn't started yet and there is still time to try to fix things. Make Masters duo only again (solo would be ideal but I guess compromises have to be made) and put a point restriction between the two duo partners (3-5k points difference at max).
      Don't let the Ranked system be a complete joke and restore at least a bit of integrity.
      Good afternoon Reddit friends,
      I hope you all had a wonderful Thanksgiving (if you celebrate it)! Your concerns about this are not falling on def ears, and we have something planned for the next patch: When queued as a party, Storm League will now look for matches based solely on the highest player's MMR.
      While we know that this isn't a 'silver bullet' fix for all types of account smurfing, it should help make trying to climb the leaderboard feel more fair for both parties and individuals.
      Have a wonderful day ?
    • By Staff
      The latest Heroes of the Storm Hero is, in fact, Hogger from World of Warcraft. The patch also removes the Gladiator's Medallion Nexus anomaly.
      Hogger Hero Spotlight
      The infamous Chieftain of the Riverpaw pack and the scourge of Elwynn Forest is now playable! Strap on your [Studded Leather Belt of the Wolf], sharpen your shiniest common dagger, and abandon all hope, ye Elwynn adventurers who dare enter here. Hogger has abandoned his hill and is headed straight for the Nexus!
      Here are the preliminary PTR notes for the latest update.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until November 30, PST. 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.
      New Hero: Hogger, Scourge of Elwynn
      Hogger, a chaotic, mobile, bruiser who creates terrain and deals heavy area damage, now joins the battle in the Nexus!
      Trait [D]
      Loot Hoard Throw a pile of junk that deals 102 damage in a small area and acts as terrain for 5 seconds. Upon expiration, a scrap of Meat is dislodged from the Hoard that Hogger can collect to restore 3% of his maximum Health every second for 5 seconds. Cooldown: 20 seconds. Trait [Passive]
      Rage Rage is gained by taking damage or dealing Basic Attack damage. Hogger’s Basic Ability cooldowns refresh 1% faster for every 2 points of Rage. After 3 seconds of not gaining Rage, it begins to quickly decay. Basic Abilities
      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Nexus Anomaly
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Storm League
      Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown.
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