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Heroes of the Storm Interview with Kaeo Milker

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Our Heroes of the Storm interview at GamesCom with Kaeo Milker, Senior Game Producer!

Last week at GamesCom, we had the chance to interview Kaeo Milker, Senior Game Producer for Heroes of the Storm. We discussed the current stage of the alpha test, the vision that Blizzard has for the game as an esport, upcoming features (observer mode, replays, etc.), the artificial intelligence, and how new content is going to be introduced.


Below, you will find the whole transcript of the interview, but first we would like to present you with the main things that we have learnt.
  • Current development is focusing on polishing core gameplay features and making sure that the servers and payment systems are working as intended.
  • Before the game is released, it will have all of the features that can be expected: observer mode, replays, clans, groups, rankings, etc.).
  • It is too early to disclose anything on the ranking system.
  • Blizzard has hopes that Heroes of the Storm will become a popular esport and their esports team is working in this direction.
  • Habitual leavers will end up being matched with other leavers.
  • The AI will eventually be tuned to match the MMR of the player who left.
  • The rejoin feature is going to be improved to allow for faster rejoinds and to maybe allow someone else to take over the player who left.
  • The game will regularly be updated with new Heroes and Battlegrounds.
  • There may be Nexus universes (like the WoW universe from which the game draws its WoW chracter) introduced that are not Blizzard IP. Super Mario against Diablo?

Blizzard Icon Transcript from Interview with Kaeo Milker


Q. A lot of people will agree that the game looks really polished and almost ready to ship, even though it is in alpha. So, what are we looking at in the near future? Is it going to be like balancing and polishing or are there going to be new features?

A. It is kind of a combination of things. Technical alpha was really about us setting up our server infrastructure and payment systems. These are things that we had never done before in this scale. It is really about making that the game is prepared to support a lot of people, because this is a free to play game, and ultimately our hope is that tons of people are going to come in and try it.

We are also still setting up core gameplay. There are mechanics that we are still doing; we are actually still missing a lot of features, like ranked play, especially social features (clans, groups, etc.). That said, the core gameplay is looking really good to us and it is going in the direction that we want it to go, but there is still a long way to go there.

Q. What about more Heroes?

A. Definitely. We are showing 3 new Heroes here at GamesCom, and they will be added to the alpha in 2 upcoming patches. We also added one Battleground since the alpha started, so we now have a total of 5. We have 28 Heroes today. We definitely want to keep layering content in like that and we have been patching alpha every 4 to 6 weeks, adding content and doing a lot of iteration and polish on features. That is going to be an on-going process.

The next phases of this will really be to go from our alpha hardware, well actually our PTR hardware (kind of like when WoW is in PTR) to production hardware. When we enter closed beta, we will actually move everyone in their retail accounts, in the real Battle.net environment with WoW, Diablo III, Starcraft II, etc.

Q. What are your intentions with the game in regards to being an esport or a competitive game? Do you want to make that happen?

A. Yeah! I think it has a lot of potential for esports. We have kind of gone to this genre and we have really started dissecting it, breaking it apart, and breaking the rules of what people kind of expect from it. Right away, we went in noticed these games are taking 30 minutes, 45 minutes, even 1 hour sometimes, so we said that 15 to 20 minutes is our sweet spot and we tuned the whole game around that. We also did not want to do player leveling, but team leveling, so we really focused everything around the team, how your team cooperates and works together. Finally, instead of doing one dominant map, a kind of rule of thumb for this genre, we decided that we wanted multiple Battlegrounds with unique objectives. We have 5 of those today and we will continue adding more.

So, all these things add up to having a lot more variety and strategic depth for both people playing it and watching it. I think that typically you got like a 15- or 20-minute laning phase in this genre, while our game is over in those 20-minutes and it is basically non stop action from the very beginning. And that is kind of how we intended it. We just wanted you to just get in and you can team fight the second the gate opens.

Q. Right now the focus really is on the team fight and the map objectives. Are you happy with the balance between that and laning? Laning is a really big part of the game in other titles with denying creeps and all that.

A. Laning can be really significant. The way our XP gathering works across the team is that as long as there is a Hero in each lane, getting XP there, the whole team benefits from that. If you abandon that and you just group up right away, even if you are trying to go out and defeat people as a group, you are actually going to fall significantly behind in team experience. So, the laning is significant, but there are choices to be made about how you want to balance that. There are not a wide array of choices typically in this genre. I think that we really like the fact that you have your map objectives, you have your team fights, you have your laning, and there is always a choice to be made, which can significantly affect the tide of the battle. We like that. As players, we like the depth in that and I think from an esports perspective, it is going to offer a lot of variety.

Q. With your intention, or at least hope, of Heroes of the Storm becoming competitively strong, what are your thoughts about the fact that there are at least two really heavy hitters on that market, Dota 2 and League of Legends? And in the case of Dota 2, Valve is really backing their game to be an esport. Do you have plans to organize tournaments and give prize money?

A. Sure! We have a decicated esports team at Blizzard. Obviously, Starcraft II has a very big esports scene, like Warcraft III did before it, and Starcraft did before that. So, our esports team is completely focused on esports, building esports, and supporting third-party sponsors, tournament organizers, and our own development needs for esports. So, we have that group that is going to help foster that and they are just getting started with Heroes of the Storm.

The game is still in alpha, so it is pretty early, but just in the last few weeks, they started announcing that major esports teams are already forming Heroes of the Storm teams that are going to start getting together. They are preparing for BlizzCon and doing initial rounds of exhibition-type matches. As we get deeper into alpha and beta, then we will get deeper into what the actual esports support is going to look like. From a development standpoint, we have been making games that are esports for a really long time and we are clearly going to do all the support we need to do on the game side: observer mode, overlays, replays, all of the things that we have already done in the past.

I think the game is really well suited for esports. There may already be other big games, but I think that there is room for great games to be played, for great games to be watched. We really are in the business of making fun games and having fun and enjoying ourselves. The community has come along for that kind of ride in the past and we are hoping that they will join us again for this one.

Q. Right now, when a player leaves your team, it is pretty detrimental. Do you have any plans to discourage that behavior strongly?

A. At the moment, we have the beginnings of that are in right now. So, we have a thing where people who are AFK get kicked and forbidden to join another game until the game they were in is over. Same for people who leave. There is a rejoin functionality right now where like if you crashed or something or your computer died, you can get back into the game, although right now it is an early version of it and it actually takes a really long time to rejoin, especially if you were later in the game. It is not like you can just leave and go play another game, you are basically stuck until that game is over.

Q. What about bans?

A. We are going to watch you. We are discussing things like "Hey, if you leave all the time or are a habitual leaver, let's match you with other leavers. Go to leaver jail, go hang out with those guys, you guys can all live together and enjoy yourselves.".

Q. Any chance of having someone join a game in progress, after someone else left?

A. With our rejoin, we basically have the beginnings of that and we will continue to look at it, as we go deeper into development. Right now, it is not something that we have lined up, but this is definitely something that we are talking about.

Q. What about the AI? Are there any plans to make it more intelligent, so that it can help players complete map objectives, team up to fight players from the other team?

A. This is not very apparent right now in the game. We are not honestly doing anything to tell people about it. The AI actually has the beginnings of that already. Like if you ping objectives and the AI is around you, it will do it. If you ping on an AI, it will follow you and it will do what you do. So, there are the beginnings of that, but we obviously have a long way to go on. Right now, the difficulty levels of the AI are intentionally tuned way down, so they are not as effective as they will be later on.

So, we expect to give much stronger functionality, both in terms of "Hey! Listen to me AI, drop whatever you are doing, and come help me!" and in terms of difficulty level. The difficulty spectrum will be tuned to be much more specific, so in the case of someone leaving, they get replaced with what we are calling the Elite AI, which is one of the high of the higher difficulties, but later on it will be like whatever your MMR was, an AI of equivalent skill will come in. It will be very distinctly at that guy's level in terms of abilities and the way they are executed, skill shots and stuff. It is really nice. There are times when humans do not listen to you, so having an AI that does listen to you is kind of nice. There are some times when some guy left and I am like "He was not cooperating anyway and now the AI is there and will be helpful to me.". We will keep working on that, but I think we have a long way to go on it. We are excited about it and we have dedicated AI engineers and data people working on that stuff.

Q. Once the game is launched, how do you intend to introduce new contnet? Is it just going to be news Battlegrounds, new Heroes?

A. We have not gotten too deep into that, but we know we want to do regular updates. Historically, we have been a team that makes box products. Our team has made Starcraft II, Warcraft III, etc. and we basically are used to working on a game for a couple of years, releasing it and a couple of years later there is an expansion, and in between there are a few patches that are largely about balance, maintenance, and occasionally features. Heroes of the Storm is something that we think is going to be in a constant state of evolution. Right now, we have a patch every 4 to 6 weeks with content being introduced and we want to stay on something similar to that. We think that, on regular intervals as well, we will introduce new Battlegrounds and Heroes.

Also, right now the Nexus is this transdimensional storm that is basically allowing all those Blizzard universes to collide. We think that we will be bringing in more Blizzard IP. We will go to Warcraft, Diablo, and Starcraft, but also to Nexus realms, which have nothing to do with Blizzard IP. We will be introducing all this stuff, and along with them will be Battlegrounds, Heroes, Mounts, Skins, etc. As we progress in that, it will just be like there is always something new coming into the game, offering again more choice for players and more strategy.

We are kind of excited that we are in a world where we can just develop a game like that and react to the needs of the players, because usually we are off spending significant of time off in the corner and then we deliver it and then we go away again. So, it is kind of cool as a development team to be in this feedback loop where we are like "What is happening right now in the game?" or "What should we do next?". It is pretty fun.

Q. Any plans to integrate with Twitch, like it is done in Steam for Counter Strike: Global Offensive, for example?

A. We have not talked too much about that stuff. I would definitely think that we would explore it as we get deeper into development. Things like Twitch integration and all that kind of things are things that we will talk about. Right now, our focus really is on the core gameplay,on our server infrastructure, on all our payment systems, and the things that kind of stand up the way the game functions. Definitely, as we get deeper into alpha, beta, and beyond, I think we will talk a lot more about that kind of stuff.

Q. What kind of balance between the talents of a single Hero do you plan to have? Do you plan to have them all balanced, so that they are theoretically viable?

A. We really want for talents to be always be situationally viable, like there is not only one way to go that eventually becomes THE way. So, right now, let's say across the Hero spectrum, we are not always fully executing it on that, but we are in a constant state of iterations on the talents that are in there today. When we made talents, we looked at the item systems, because everyone uses that, but item systems were genericized across all the Heroes, so that left really limited options in terms of what we could do with it. We could not have chosen an item that had a certain bonus intended for a certain Hero, because it could have blown the balance for the other Heroes.

So we went for talents, we can do whatever we want, they are so catered to a particular Hero. We can individually augment their abilities, we can change them fundamentally and get choices to players. So today, what we do is we watch player behaviors, because we get data on everything that is happening in the game. If there is a dominant talent choice per Hero, we start looking at the talents that chosen less often. We analyze them and see what we can do to make them more viable. We are continually switching talents in and out. We definitely do not want to be in a world where there are bad talents. I think that there are Heroes that have that today, but we will continue to fix that.

Recently, when we did the artifact system, one of the things we asked people to do was to give feedback on talents, because were are doing this gradual unlocking of the talents right now. Like in versus games, it takes 2 to 3 games to get access to your full talent system. People were saying that they do not like that, because the good talents are unlocked later and they want to be powerful right away. So, we are looking at that and asking people for feedback, to tell us which Heroes they think have bad talents and stuff like that, so we can fix them.

Q. Do you know what the ranking system is going to be like?

A. We are really into the early discussions about how it will be, so nothing really to go into detail on. I think that as we get a little deeper in it, we will probably expose what we are thinking to the community and get more feedback on it. And again, like everything else, the first version we put in will be open for further iterations. I think that it is going to be something that we will do a couple of passes on. And then we will see where it lands. It is obviously a really important thing to us, but right now it is about core gameplay and the ranking system will be the next layer of that. Like, where do you go when you are a really invested high level played and you want to go really up the competitive aspect of the game.

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      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

       
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