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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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      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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