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Heroes of the Storm AMA Recap: April 30th

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Heroes developers answered your questions on Reddit yesterday, and here is a recap of the AMA.

AMA Highlights

  • They have no plans for publicly facing roadmaps because they tie their hands in ways the team is not always comfortable with.
  • A new Hero will be revealed soon, they have a huge lineup of Hero reworks planned, and new awesome skins.
  • None of the Heroes that are currently in development classifies as Support, but things could change.
  • The team is still not sure what to do to improve Haunted Mines gameplay and there are no plans to bring the map back for now.
  • Towers of Doom started as Arathi Basin, but the devs could not find out how to get it to work quite right. If you observe the towers, they are themed very similar to main areas in Arathi Basin.
  • They tried a visual for Kaelthas' Living BombLiving Bomb radius, but every solution that was noticeable was also very noisy and added clutter to the battlefield.
  • Brightwing's Soothing MistSoothing Mist passively healing inside vehicles is a bug similar to Garrosh's Into the FrayInto the Fray that can be cast on allied turrets, as well as Tyrande's Elune's ChosenElune's Chosen healing Leoric while he is Undying.
  • The team may experiment with new buffs to make AI games more interesting, like increasing AI health and power by a percentage.
  • There will be some changes to tower aggro in the coming future to fix stuff like Azmodan's global summon hitting someone in top lane causing a bottom lane fort to attack him.
  • The Invisible Horse mount will return in the future.
  • The D.Va rework is still in the works.
  • They are very well aware that Ragnaros is in need of a new skin, but that won't happen this year, unfortunately, as they are in the process of evaluating what they're going to do for 2021.
  • The new Nexus Anomaly increases game length by approximately 1 minute across the board and there are no huge changes in win rates.
  • A new balance patch is planned for the near future with fixes for the new Anomaly and some Heroes.
  • Battle Passes are a cool idea, but the feature requires too much engineering and UI work to be implemented, and they rather focus on game content for now.
  • The Heroes team believes that the number of crowd-control effects in the game is appropriate.
  • Season rewards could be back next season.
  • The team is overall happy with Tassadar and the rework, but he is currently trending a little lower than they'd like, so expect buffs soon.
  • We haven't seen new banners in the game for a long time, and they are discussing getting some more in.
  • In 2021, it's possible that we're get our hands on the Death Knight Arthas skin that was removed before Beta.

We also extracted all questions from the thread that got answered by the devs and you can find them below.

Blizzard Logo(Source)

I'd like to know, what's the roadmap looking like for our favourite game?
We know there's nowhere near the resources as in the beginning, but that absolutely doesn't mean development is dead (as was proven by you all!). Is there any room for new hero/new map, or is it straight-up tweaking & reworking from here on out?

Greetings, /u/Klaagzang! We've received feedback on the desire for a roadmap previously and have discussed it a few times since our last AMA. We’re aligned that it sounds awesome to give players commitments on things to look forward to, but we still wrestle with how deep we should be going on that. So while we obviously have an internal roadmap for Heroes that usually looks over a year out, we like to give ourselves flexibility to add to, change, remove, or move things around as needed and a publicly facing roadmap ties our hands in ways we're not always comfortable with.

What are we comfortable saying? We have new heroes in development and will be sharing info on the next one soon. We have a huge lineup of hero reworks that we’re excited about and want to continue breathing new life into old favorites regularly. We have features coming that will make the game better while also improving our ability to support it. We have some of the coolest skins in the history of the game yet to come. And we want to be building toward a world where we can add more content to the game year-over-year. Stay tuned!

More cross-game promotions with WoW, Overwatch, Hearthstone etc came up at the last AMA, and were actioned as something to look into. Do you have any cool stuff to report in this area?

Good morning jjp3!

We are indeed discussing how we can cross-promote with our other games, as the past events were extremely awesome! That said, there is a lot of differing opinions on how to set them up and when they should occur. While I don't have anything concrete to share right now, we are definitely discussing it and are always looking for new opportunities to make it happen ?

Can we expect a new support hero to be added in the future?

Good afternoon Darak_,

Unfortunately, I can't really answer your main question as the kinds of heroes we want to bring in changes all the time. We are in a spot where the team can truly work on the features/Heroes they are most passionate about, and bringing the next Support to the Nexus requires the championing and drive towards it. The Heroes we are currently working on do not fit into the Support mold as of right now, but that can always change (and has many times in the past)!

Around 6 months ago I released something you can use to modify the map that is loaded when you are watching a replay that allows tracking of a bunch more stats

The way it works is really quite simple: the game looks at the replay.details file to find out what map to load, and I change it from the automatically generated file path to a custom one, and then custom triggers can be used that generally don't cause the replay to desync(Unless you are Tomb, Warhead, or Haunted Mines, strangely enough, and those work when it's only AI, also strangely enough). There's quite a lot of stuff there, like the amount of healing from each ability, damage from each ability, damage modified by armor, healing to each ally, damage to each enemy, and more niche things, like the amount of damage DVA prevented with Defense Matrix.

Is this something that players could have their accounts actioned for using? Although I released the first version 6 months ago, I've been actively using it for the past 8 months or so.

Hey Spazzo,

It's one of my dreams of being able to give you guys more numbers from the games. It's still on our wishlist.

I've spoken with our engineers about exposing damage mitigation in the past. My understanding is that it would require code support.

Thanks for the question!

If Blizzard wanted to implement something like this, they totally could, and not being limited to triggers would make it so much easier to do compared to how I had to do it, although some things would still need triggers or an engineer to add new stuff, like an example of something I implemented is tracking Sonya's Wrath of the Berserker bonus damage - this currently would require triggers for Blizzard to implement it, or add new features to data to track the bonus damage from DamageDealtFraction as part of a behavior.

Triggers are kind of unreliable to 100% implement tracking with accuracy - like handling overkill is kind of a pain, and multiple damage effects happening at once can cause things to go pretty wrong, as triggers really only know what the state of the game is at the end of a game loop, not in between. Means that if you've got something applying armor after damage in the same loop, that armor did nothing in relation to that damage, but the triggers don't know that(but even that has it's own little exception in which you can discern info from where there isn't any).

Hi u/Spazzo965,

You are right, trigger timing is something we always have to keep in mind while working on this project. It does make this kind of stuff more complicated to implement telemetry for if the specific data is not already exposed to triggers in an easy to use way.

In most cases exposing data like this would require changes to the code, which means it depends on us having a compelling reason to do so -- a feature or piece of content that requires it. Like everything it is a matter of resource allocation and prioritization.

I'm asking for a friend of course: Are there any new main tanks in development or at least conceptually planned? I feel like my this role could use some love in particular. Cheers!

Yes ☜(゚ヮ゚☜)

Can you guys please bring Haunted Mines back into rotation?

While I would love to have it back at all, I think even small changes could improve its status with players, like replacing the sappers with a vision camp, increasing xp from skeletons, etc.

Hey secret3332,

Actually, the design group just met about this the other day. We have some initial blue-sky ideas on things we could do to improve the gameplay of the battleground, but that is about as far as we have currently gotten. Just bringing it back in its current form is really tricky as there are a lot of bugs (many of them super edge-case) with the way the mines work that are very difficult to tackle and would require a major amount of resources to resolve.

Overall, we love the map and all of its unique assets, and hope to return it to the map pool some time in the future!

Tassadar's was the most in-depth rework so far, with an entirely new talent tree, a new basic ability and a new heroic. In terms of his development, as well as where he fits in the release cycle, does the team consider him a "new hero"? Or was his workflow still closer to that of past reworks?

I would say he’s firmly into new hero territory.

We had talked about shifting him from a support role to an assassin for years, but we didn’t have a solid plan as to what this transition would look like. I knew from the beginning that Plasma Shield would have to be cut in favor of another damage ability, so I started experimenting with various abilities and what became Shock Ray fell into placepretty quickly. We experimented with just that addition for a while, but we realized very early on that that there was no reasonable way we could keep Dimensional Shift *and* inject more numeric power into his kit without it becoming overpowered or making extreme concessions elsewhere. Removing that safety option really broadened the possibilities for what we could do with Tass and we spent a good amount of time (~4-5 months I want to say) trying different things until the base kit resembled what it is now. Figuring out talents took another few months, but came together fairly easily. Moving Force Wall from an ultimate to a Basic Ability was a little contentious at first, but as we got used to playing with it we realized it worked well. Black Hole came very late in the design cycle and went through multiple iterations before it became what it is today. We stopped making big design changes to him probably 2-3 months ago, so his total iteration time was probably a year’s worth of time, which is fairly close to how long we iterate on brand new heroes.

Patch 50.0 included a great quality of life feature: we can now favorite our talents and, more importantly, copy and share builds with other players. Can we expect more features like this in the near future?

A lack of these kinds of features, many of which are highly requested, is one of the things that has dampened HotS' popularity for years. Are we finally going to be getting frequent feature updates?

Hey Pscythic,

We absolutely love bringing new features like this to the game and are always working on and prioritizing the next ones. As passionate developers, any individual features release is normally just the beginning, as we often have improvements or quality of life changes already planned (and adding more from player feedback). These, of course, get put into the chute against all the other features we are wanting to work on. It's a never-ending cycle that is honestly one of the more difficult parts of actively developing a live game.

Hi HotS team! Wanted to share a Un'Goro Battleground concept and how humbling an experience it is to realize the absurd amount of work that's put into this game.

  1. Do you guys have any art/design bible for consistent direction? If so, could you share some popular rules to follow? (i.e. color schemes, "never allow X type of abilities", "ORB BRUSH EVERYTHING!")
  2. Are there any stories of scrapped battleground/hero ideas you could share?
  3. Hope everyone's doing well during lockdown but assuming you're working at home, particularly /u/blizz_kinabrew and anyone else on the art team, I'm curious how it's affected your workflow. Do you guys all join some giant voice chat server all day? Meetings? Do you typically communicate by walking up to other computers or send assets over a network?

First off… holy cow you did a lot of work here. Everyone should look at this and understand that this isn’t trivial. u/jiggywatt64 spent a lot of time on this.

  1. Yes we have art bibles and design guidelines for direction. The purpose of the seniors and art director of the team is to make sure that everything is directed towards those goals. There are things that we do in the craft of these things that we teach new artists who join the team what we want them to utilize. Art does dictate some direction abilities will go because of noisiness, performance, or it might look too much like another ability. Ultimately our job is to get creative with it and get it done. Also, Michael Vicente is a friend and I cannot express what a service he’s done for the art community with his Orb Brushes.
  2. Towers of doom started out as Arathi Basin but we couldn’t figure out how to get it to work quite right. If you look at the towers they’re themed very similar to main areas in Arathi Basin.
  3. Communication over video conference and PMs have been a challenge but it’s been a great learning experience and we’ve been very productive given the circumstances. It’s a tribute to our awesome team. I do miss hanging out with everyone and having those interactions because we feed off each other’s energy.

In 2019 we’ve seen 4 new heroes: Deathwing, Qhira, Anduin Imperius. Can we expect more new heroes for 2020?

Yes

Why doesn't Kaelthas Living Bomb (W) show a red circle where the damage radius will be?

Almost every other ability that does delayed aoe damage will show a red outline first, including ones attached to a hero (like Ragnaros E).

Hey Senshado,

We tried several iterations of this. Every solution that was noticeable was also super noisy and added a lot of clutter to the battlefield. We haven't been able to find a good compromise so far, but we will keep trying.

Thanks!

Is there anywhere we can send ideas for skins?

My family keeps making it a game to come up with ideas. So far we have Goldshire farmer murky. Lord of the high tide Ragnaros. His weapon is a surfboard. His Q would be a water effect similar to a splash. W would be a beach ball. His lava wave could use a tidal wave effect similar to the surfboard mounts

You can post it in the Heroes Reddit and Heroes Forum. We are actively checking fan art/ skin ideas from these places. ❤⃛ヾ(๑❛ ▿ ◠๑ )

How many new heroes are you guys working on at the moment? ?

More than 1. Less than 42.

Will there be any more improvements to the newly implemented saved builds for talents?

I can think of a few examples that may improve quality of life to this new feature:

• A toggle option to have builds auto select your favourite talents upon level up, excluding blank tiers and Lv1 talents so you can still select you build choice 1-3.

• A new hotkey keybind to select your chosen build's favourite talent. Simmilar to Ctrl + 1-4 for regular talents. Example Ctrl + F for favourite talent.

• Have the AI select your chosen build's favourite talents if you disconnect during a match.

Also on an unrelated note, any plans to implement damage prevented from armour to Healing/Shielding on the score board? I feel this will help more accurately show the value of healers such and Uther and Morales.

Hey RedFive,

Those are all really good suggestions we are exploring. Stay tuned!

Thanks!

Hello again! When will Deathwing's emoticons :deathwingembarrassed: and :deathwingsad: finally be swapped?! Literally unplayable

Oh dang, we weren't aware of that one! We've got a bug in now, thanks for the heads up!

Any updates on a potential gifting system?

Hey! We do currently have some hero bundles available for gifting in the battle.net shop, and we also have seasonal chests available during the winter. We’re looking into adding more content to the shop in the future!

Howdy!
There are a series of interactions that we are unsure of in regards to them being bugs or intended features. It would be real slick if we could get a definitive answer. The interactions are:
Brightwing - banned from entering vehicles on Dragon Shire and Volskaya Foundry;
(is she supposed to heal while in vehicles? )

Garrosh is prohibited from using his level 7 "Into the Fray" to throw turrets;
(Turrets are generally immobile through any other means so Garrosh throwing them seems a little weird)
Tyrande level 1 "Elune's Chosen" - globally banned while playing with Leoric on the same team.
(It continues to heal even after he is dead, reducing his death timer even further than normal. That seems a little odd.)

Not only that, is there someone that organizations can contact within Blizzard? After all, we are all working for the same things.

Thanks for clearing it up!

Heya, thanks for all y'all do!

Brightwing's Soothing Mist passively healing while inside vehicles - this is a bug.

Garrosh's Into the Fray able to be cast on allied Turrets - this is a bug.

Tyrande's Elune's Chosen healing Leoric while he is Undying - this is a bug.

I've entered reports for each issue now.

Our official bug report forums is the best place to report bugs or potential bugs: https://us.forums.blizzard.com/en/heroes/c/bug-report

Any chance you could create a vs. AI game 'Nightmare' level that increases enemy AI hero health, physical damage and spell power by 20%? For most people playing vs. AI mode, 'Elite' level is probably too easy and they're probably looking for a harder challenge. I think the resources required to do this is low, relative to the big pay-off for vs. AI players.

I like this idea a lot. I think there is a lot that can be done to make vs. AI more interesting and unique in a way that PvP doesn't really allow.

I will pass this idea along to the team!

How do you feel about enemy forts attacking you for dealing damage to enemies that are nowhere near that fort? For example, Lunara's poison draws building aggro even when the enemy player leaves the lane, and Azmodan's global summon can hit someone in top lane and cause a bot lane fort to attack him.

Hey Beg_For_Mercy!

We anticipated that this kind of feedback could happen, and we had many debates internally about exactly how tower aggro should work. For the release, we landed on a design that emphasized clarity as the most important aspect to guide tower targeting decisions. It’s an extremely clear rule to say “if you hit an enemy Hero, towers don’t like you”, and we initially didn’t want to muddy up that with a ton of exceptions unless we felt it was completely necessary to. Now that we’ve gotten a ton of feedback from you guys since the anomaly has been released, we have some changes coming that should address a lot of these concerns.

Have you planned heroes with a more atypical gameplay, for example a hero based on the speed of movement like a rider, or a hero a little artist who while he is channeling a spell we can draw with the mouse the AoE, heroes with surprising gameplay ?

Yes! We like to try technically crazy things early in a heroes iteration cycle and sometimes we get cool stuff out of it. Qhira's Revolving Sweep is a good example of that.

Long long ago we thought about giving Brightwing an ultimate where you would "draw" a path of healing with your mouse for a few seconds. I think that idea was pared down and refined until it became Blink Heal.

Unfortunately, complex systems that sound really cool on paper often either end up with not-so-cool gameplay or a bottomless pit of technical problems to overcome.

What are your thoughts on melee assassins? It has been talked about by players a lot but I think that devs have only admitted they're in a weird spot. I know that many of them like Kerrigan and Illidan can be oppressive when they can fully sustain themselves because they function as bruisers with more damage. Do you accept that that's their fantasy and their weakness? (They either outlive everyone and kill them or they die in seconds) Or is there room for improvement? Maybe they should be less reliant on autos so that they don't get countered by blinds and auto-attack speed reduction as much? And maybe they have less active sustain in exchange for that? Have you figured out the equation?

Hey -Duality!

I think that Melee Assassins are in a weird spot due to where they fit into a team composition. Most teams compositions that players are comfortable running consist of a Tank, an offlane Bruiser, a Healer, and two Ranged Assassins. Generally to make a team composition “feel” right, the Melee Assassin has to fit into one of the Ranged Assassin slots or replace the offlane Bruiser slot. This means that other team members have to flex their roles or risk running 3-4 Melee heroes in their composition, which often feels uncomfortable (though statistically is still completely viable). As a whole, Melee Assassins are performing very well in regards to how often they win games, so I don’t think there’s a problem with how effective they are.

In regards to their design, there are specific Melee Assassins who have the high octane style of gameplay where they can dominate an entire enemy team if things go right (ex. Illidan), but they don’t all function that way. I think this is acceptable, as it fits a specific fantasy that many players like to chase. There are definitely some heroes in this category that can use work to be less spikey less often, but this is no different to me than other Assassins, Tanks, or Healers who could also use help in various ways.

Lots of Mounts are currently unavailable for purchase, and hasn't been for years.

Any chance that these will be brought back, either permanently or as Limited-Time Items?

The answer for this is going to vary entirely based on what mount you’re looking for. Some mounts were promised for meeting specific goals (like season rewards) or for participating during a certain time or event (like the BlizzCon mounts) and we wouldn’t want to make those less special by making them more widely available now. However, some older mounts we might be able to bring back, and there are others that we may be able to do new variations of. If anyone has a specific mount they want us to look into, leave me a reply and I can discuss it with the team!

There have been hints at a D.Va rework dating as far back as July 2019 (as far as I know). Has there been any progress on this front? I'm curious if/when D.Va will ever see a rework in HotS as she's currently a very fun hero to play, but often not an ideal pick.

Hey Exvaris,

There has been progress on D.VA. We are still working on her. ?

Are you ever going to fix the Hanamura Samurai's Slash?

It's still broken...

Thanks for the detailed report Pscythic. I appreciate the effort of including a video, it makes my job much easier. I've entered an issue to help move this closer to being resolved.

Any updates on kerning?

Alternatively, can you do something about this one-pixel-off-from-perfect-balance capture bar?

It’s still on our ra dar. We have other things that are ahead of it. It’s not sc heduled at the mom ent but when we evaluate pr iorities it’s something that comes up. Keep figh ting the good fight and keeping us honest u/Kamikaze28!

Does the elemental lord of fire have any skins in the works?

Every time new items are added to the collection I look to see what you tease us with. Ragna Robot and Dark Nexus Ragnaros are the ones that come to mind immediately.

We’re in the process of evaluating what we’re going to do for 2021 and we are well aware that Rag needs another skin. There’s a non-trivial amount of work to get new skins done for him. We have a bunch of cool ideas. It is still a goal.

Could you take a look at Sylvanas during Haunting Wave and Lunara Leaping Strike both still being interrupted by the Dragon Knight kick knockback, despite both being unstoppable?

Absolutely! I'll make sure we investigate that shortly.

KT has a bug where his L7 and L1 D talents do not work properly together. The SP increase from the L7 talent doesn't increase the L1 heal. Can we get this fixed?

Thanks for the report - I've entered an issue for tracking.

What kind of unique challenges have come up from using an old engine? How did you get around them? And most naively, any hope for rebuilding something new like a HotS 3.0?

Every engine and game project has challenges, unrelated to age. Heroes is no different in this regard!

Most of the hard problems we face revolve around systems that were built for other purposes that we have to refactor or systems that simply don't exist that we have to build up from scratch without destabilizing other parts of the game. Things like pathfinding, networking, and ability usage are examples of things that are vastly different between games like Starcraft 2 and Heroes of the Storm.

Our origins in Starcraft give us a ton of benefits as well though. The engine is extremely data-driven, which makes implementation time for designers blazing fast. This is why we can easily test and iterate on things like the Nexus Anomalies. Many general systems like movement, unit selection, and projectiles already existed in the game, so we started with a huge leg up for that stuff.

Can you share (or promise to share soon) statistics that are especially relevant to the current anomaly with the community? In particular, how have game times been affected and are any heroes seeing significant changes in winrates?

Hey Pscythic!

Since the anomaly has been released we’ve seen an average game time increase of about ~1 minute across the board, which while not what we want in a perfect world, is not too significant. There hasn’t been any huge change in win rates outside of what we would normally expect between patches. We also have our normal balance patch coming up that will include changes that should address various concerns over the anomaly as well as to multiple heroes.

Have you ever considered Battle Passes in HotS?

Hey, /u/Dsingis! We’ve explored designs for a Battle Pass-like feature for Heroes in the past and still think that’s a cool idea for the game with its combination of a clear roadmap of unlockable content and what's required of players to get it. Ultimately the feature requires a lot of engineering and UI work that we’d rather focus on game content and other features currently, but I wouldn’t rule it out in time. Thanks!

What is your opinion on the current amount of slows, pushes, stuns, roots, stops and displacements in the game? Do you think it’s too much? Do you think that damage across the board needs to be nerfed also?

Greetings FloatingWatcher!

I think the current amount of CC effects in the game is appropriate. Many heroes need at least one of these kinds of effects in their kit to be effective, and so that means that you will likely have at least 5 of these kinds of effects in every team composition. This has been the case since the game was released, and I think it's worked out just fine.

To help answer CC, we've also over time added a slew of effects that prevent or negate CC as well, which gives teams ways to answer these things.

In regards to damage, I don't believe it needs to be nerfed across the board. Time to kill hasn't gotten out of control in a general sense, though burst management on an individual hero basis is something that we keep an eye on.

Are there any changes planned regarding the recent Nexus Anomaly with all the feedback you had? Will it be cancelled, modified, improved, not touched at all?

Hello!

Yes, we already have changes coming in the pipe for the Nexus Anomaly. You can expect for any Anomaly that we will iterate on and improve them after they've been released if there are things that can be made better.

Could Murky's Egg health scale at a percentage per level please? BTW, Tychus' health regen scales at 4.5% per level, while his health scales at 4%.

Speaking of, is it known that the scaling values aren't exact percentages? like 4% is 4.0038%, 4.75% is 4.7607%, 2.5% is 2.4902%

Hey Spazzo965!

I'll check out Murky's Egg scaling and Tychus's Health regen. Not sure why the egg scaling is not a percentage.

In regards to weird scaling values, there are sometimes limitations in the editor when it comes to very specific percentages that results in this. I remember being frustrated when trying to tune some Lucio healing talents back in the day because they tick every second and some of them were fractions of those ticks, which I wasn't able to get exactly where I wanted them to be ?

Those scaling values not being exact are most likely because Heroes uses a fixed-point float, rather than a real floating point value. This is primarily to support parity when transferring information over the network and is common in games that use lockstep networking like we do and have to have perfect synchronization between clients.

Essentially, in our implementation the number %2.5 doesn't exist, so %2.4902 is as close as we can get.

Pretty please can we get end of season mount rewards again for ranked?

We have been exploring season reward options and if things go well should have something to show the next season.

I have a question to /u/Daybringer and /u/Blizz_KinaBREW. Heroes community has a lot of talented artists, and there are a lot of amazing skins concepts. Could you tell us more about the implementation of Janitor Leoric into the game? What is the process of interaction with the author of the original concept? And is there any chance we will see some more fan ideas in the game?

Hunman360 did the art for a competition. There was talks to creating that skin as far back as the moment we were aware of it. Our schedules are written out for us at least a year in advance and there wasn’t good place to put it. By time we decided to do it the concept had been around for quite some time. Community sentiment was the biggest for any community skin we had ever seen. It was a really strong concept as well. We reached out to the artist and asked them if they would like to see it in Heroes. Thankfully the answer was yes and we did it.

Our community has some really great artists and we definitely want to put more community skins in the game. We like to put skins out with pair well with other skins. Theme the packs. This is mostly why Janitor Leoric took as long as it did. We decided it would be cool to pair it with the RCHS Orphea’s Slacker skin and RCHS cheer leader Kerrigan. Sometimes it takes awhile to figure out where we can schedule something like that in.

About the AI: previously, a big overhaul to their internal workings was mentioned, with changes to the structure of their goal and tactical systems and whatnot. Since that seems to be out with the latest patch already, does that enable you to update the AI faster than before, or is it about the same?

In particular, I'm thinking about some of the remaining glaring issues, like their behavior when confronted with Lurking Arm or Concussion Mine, especially near gates but also on other chokepoints. There has definitely been an improvement in their overall behavior, but I look forward to seeing it ironed out a bit further. I'd also say the follower AI doesn't benefit as much from these improvements, as its logic keeps being seemingly overridden by its new leashing priority.

Hi maguszeal,

Yes, the overhaul make sit easier to navigate the AI trees in our editor. I don't have to spend as much time figuring out how things work.

The issue you describe is more complex as it touches our path finding tech, something that /u/Blizz_JeffB can provide better explanations for you.

hi u/maguszeal,

Our current pathfinding solution doesn't weight terrain based on the existence of dangerous AoE abilities. This means that before an agent enters an AoE, they don't know it is there, so they cannot path around it. There are a number of factors that make refactoring the pathfinding in this way non-trivial, including the nested nature of our ability data and specifics related to the pathfinding system itself.

The overhaul you mentioned does, however, give us a greater and faster ability to iterate on the behavior trees, which is ultimately how an agent decides to handle moving out of AoEs. This power can potentially be leveraged to get us a shorter-term solution to this problem without having to wait for resources and time to become available for a more involved engineering change.

Will the Invisible Horse return?

Yes!

What do you think about the rework Tassadar now that you got some data? Do you regret / wish some additional changes?

He's currently trending a little lower than we'd like, but nothing some balance changes can't fix. ?

The removal of Dimensional Shift had a huge impact on how you need to think about positioning and I think some players are struggling in that regard. It's going to take a bit of time for players to relearn both playing as or with a Tassadar. I've seen dozens of different opinions about which build is best or when Tass is a viable pick, but no real dominant consensus has emerged yet. I feel there's still a lot of community mind-share going on, which is a good thing! We've had great success with Tass internally over the past few months, so I have no doubt about his viability long-term.

While he is considered a mage along the lines of Kael'thas or Gul'dan, a lot of his power comes from the utility or "intangibles" he brings. I think JHow's analysis (check out his Youtube!) that Tassadar should be thought of as a complementary pick instead of a carry pick is pretty accurate.

All that being said, I do think there's room for improvement with his AA build. It's a bit too pointed towards utility at the expense of damage. I have some ideas I want to try once we see how our balance changes settle.

Hey guys!

Second question. Right after all the spooky announcements, there were a bunch of wild patches. Sweeping balance changed for like 1/3rd of the roster. I personally thought it was fun to see these huge changes as it reinvigorated players to play heroes who are buffed. But they seem to have decreased in size and frequency.

Was this just not viable because of the work? Did you find it was actually scaring players off? Or will they continue?

My idiot brain thinks "oh these are just number changes, it can't be that hard" but then I remember what an Arena Net employee said "Change the color of an item icon and 30 walls around WvW fall through the floor." So I won't assume to know how easy/difficult it is. And of course all of these require testing to make sure you are not just breaking the balance either.

Hey NotParadox!!!

I pushed to have the large balance patches at the beginning of last year, and I think it’s been fairly successful since then. As far as the size of the patches, from my point of view they’ve still been very large. There hasn’t been a specific reason that they got smaller then those first couple outside of the fact that it takes a lot of work to consistently find changes that have a high probability to be good for the game. The changes themselves do take a lot of time and work to implement and for QA to verify, but outside of that it also takes a significant amount of time to plan changes that have a higher likelihood of being good for the game.

In the last few patches I’ve tried to focus on having a decent amount of functionality changes that are a little more exciting and make heroes feel fresh to play. Naturally, if more time and effort are being put into those kinds of more complex changes, it takes away from time that could be spent doing a higher volume of simple number changes. At the end of the day it’s a balancing act between these two ideals, and right now we’ve been leaning more towards changes that have more meat to them over volume. Oh, there’s also these Nexus Anomaly things that, ya know, take up a little of our time as well.

Hey Unbiased_Bob,

I don't think that the size of a patch correlates with the impact it will have on the game, I think our focus is solely on the quality of the changes and how exciting they are for the players vs. sheer amount of changes. However, as the amount of changes increase so does the amount of testing that is required. We try to be as "balanced" as possible ?

Thanks!

Edit: What Adam said!

Have there been any discussions about adding new banners to the game? Outside of events and anniversaries, it doesn't seem like many have been added since HotS 2.0.

We have actually just recently started discussing getting some more banners in, but don’t currently have a time frame for them. This is a very helpful list, thank you! Please feel free to leave me a reply with any other banners you’d be interested in having.

Could you please bring the Death Knight Arthas skin back? By that I mean the one that looks like his default skin, but without the helmet or glowing eyes (and with the same alternate voice-over used by his Crown Prince skin).

It was available during the Alpha, but removed before Beta because some people felt taking his helmet off wasn't a big enough visual change to warrant being a separate skin. HotS 2.0 introduced skins that made even smaller changes (like Chen wearing his hat on his head rather than his back), so that shouldn't be an issue now.

For many fans of Warcraft III, Death Knight Arthas is the most iconic version of the character, as that's how he appeared in the majority of missions where he was playable. It would be really nice if we could play as that version of him in Heroes of the Storm.

I agree that would be cool. There has been some movement towards getting the Arthas remodel going. We are currently in the planning stage for 2021 and there is a strong desire to get the remodel in your hands. When we release the remodel I think it would be good to have a variation without his helmet on to fulfill this wish.

Hey guys! As usual I'm going to harass about lore.

My question/comment is largely toward the theming of ability and talent names. Recently Tassadar's rework brought a bit of it into the spotlight. Some talent names were great (props for Shadow Walk), but the Q ability Shock Ray seemed oddly off theme for a protoss ability, when there's stuff like his auto attack, Psi Assault. What was the reasoning behind the name? Was the more established abilities too close to psionic storm in terms of being easy to say, or did is it striking a balance between what the ability does and fitting with the lore?

Similarly, I was curious about the name of Raynor's reworked talents, the famous "Acquire Weak Spot vs Give 'em Some Pepper" was the big one, but the rework also stripped most of the references to his character from his kit. I wasn't sure the reasoning when other reworks like Nova and Hammer (and Tassadar) have been hyper flavorful in their talent names.

Great question!

I'd say it's complicated, because our Heroes generally represent not only a specific character, but a larger mish-mash of relevant gameplay mechanics and lore from their respective universes.

Personally, there's three things I would say I draw upon when designing/naming things:

Obvious established fantasy hits that directly represent the character or archetype that character falls in to. Things like Archon, Khaydarin Amulet, Psionic Storm are all things you would expect Tassadar to have if you've played either of the Starcrafts.

Expanded universe fantasy hits like Thermal Lance, Shadow Walk, or Khala's Gift which speak to a broader category of Protoss technology/magic or specific lore moments from that character's history, but had no established mechanical implications.

Literal mechanical translations like Shock Ray or Black Hole. These can definitely be the weakest, but I think there's a certain value in being straightforward sometimes, especially when it comes to helping players develop heuristics. In Shock Ray's case, I didn't want to double up on the "psionic" nomenclature for abilities and talents. Pushing it to be more "electrically oriented" means I don't have to figure out 10 different ways to describe "psi damage" between two different abilities. It also helps makes it more obvious to players which ability a given talent is going to affect by name alone.

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When they say 'Arthas remodel', they're talking about a new model, right? That's not just a weird way of saying 'rework' to confuse stupid people?

Because that's awesome enough to keep me high right through 2021. That old model really doesn't do him justice.

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14 hours ago, Halock said:

When they say 'Arthas remodel', they're talking about a new model, right? That's not just a weird way of saying 'rework' to confuse stupid people?

Because that's awesome enough to keep me high right through 2021. That old model really doesn't do him justice.

Yeah, that would have been nice! One year wait though... Hopefully it's worth it. ?

I wonder how that D.va rework is coming along, still they didn't give it any release date. Perhaps it's something big, like giving her missile ability from Overwatch. Speaking of Overwatch, no one seems to have asked about any new hero from it. It's been over two years since last one.

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22 hours ago, Halock said:

When they say 'Arthas remodel', they're talking about a new model, right? That's not just a weird way of saying 'rework' to confuse stupid people?

Because that's awesome enough to keep me high right through 2021. That old model really doesn't do him justice.

Lots of Heroes could get some improvements in their base models, mostly the old ones. People keep saying Arthas needs a new model, but Malfurion and Chen could get some love too.

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34 minutes ago, Valhalen said:

Lots of Heroes could get some improvements in their base models, mostly the old ones. People keep saying Arthas needs a new model, but Malfurion and Chen could get some love too.

I feel like the old, chunky, style works with most of the other old characters better. Like Uther'd probably look something closer to WC3R if he was released today, but I quite like his old model. Arthas, though, just feels too small.

Tyrande's probably the first other one I'd pick though. I hate Diablo's model too, but the Prime Evil skin is brilliant. 

Wonder if by 'remodel' they mean updating the current skin -- it's pretty awful even for sharpness -- or adding a seperate, cooler one like Diablo's? 

 

 

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2 hours ago, Halock said:

I feel like the old, chunky, style works with most of the other old characters better. Like Uther'd probably look something closer to WC3R if he was released today, but I quite like his old model. Arthas, though, just feels too small.

Tyrande's probably the first other one I'd pick though. I hate Diablo's model too, but the Prime Evil skin is brilliant. 

Wonder if by 'remodel' they mean updating the current skin -- it's pretty awful even for sharpness -- or adding a seperate, cooler one like Diablo's?

Yeah, Uther's model is pretty on point. He has a lot of details on his model and textures. I'm actually ok with Tyrande's model, to be honest.

What I'd like to see are more refined animations for some characters. If you compare the older Heroes with the new ones, the quality of the animation is very noticeable. Adding more keyframes and smoother transitions would add so much more fluidity to some of these characters. Could be even minor things. For instance, Brightwing got a brand new Hearthstone animation after her work a few years ago.

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that doesn't look positive at all, basically they are lucky to be kept alive by blizard for the time beign

If i had to picture them, I'd see them working from a container, in 3 devs, surrounded by opened chips bags and beer cans with bliard passing them cold food from under the door once a week

Edited by Vespero
typo

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      Blizzard has released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
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      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
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Malthael Level 13 Shroud of Wisdom [Active] Fixed an issue that caused Shroud of Wisdom to not grant Spell Armor against all sources. Level 20 Angel of Death [R2] Fixed an issue that caused Angel of Death to be affected by Spellpower modifiers. Mei Level 20 Cascade [R1] Fixed an issue that caused Cascade's Snow Blinds to Blind for less duration than untalented Snow Blinds. Nazeebo Zombie Wall [W] Updated zombies to face inside the Zombie Wall when created. Level 20 Annihilating Spirits [R2] Fixed an issue that caused Annihilating Spirits healing reduction to display floating text multiple times. Nova Holo Decoys [E] Will now move towards uncollected Experience Globes if they are idle. Orphea Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Level 4 Chaotic Assault [Trait] Fixed an issue that caused Chaotic Assault to not apply while Orphea has 3 stacks of Chaos. 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
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    • 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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