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Heroes of the Storm Matchmaking Changes

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Founder's Pack purchases will be disabled next Tuesday, April 7. Beta inclusion (until the game goes into an Open Beta or launches officially) will only be available after the Founder's Pack is retired via beta opt-in, the Invite Your Friends program, or other key giveaways. As well, a new matchmaking rule is being introduced that will prevent teams with 0 Support players from being matched with teams that have 1+ Support players, due to the significant spread in win ratios between teams with support and teams without.

 

The Founder's Pack announcement can be found on the Heroes site, and includes links to the various methods of acquiring beta access:

 

Heroes of the Storm is now well into its Closed Beta testing phase, and many new players are entering the Nexus each week through Beta Opt-InsInvite Your Friends emails, and a variety of key giveaways. Now that we have more ways to obtain beta access than ever before, we’re going to be disabling the ability to purchase the Founder’s Pack and Battle Bundle.

 

We’re currently planning to disable Battle Bundle and Founder’s Pack purchases on Tuesday, April 7, but we’ll be sure to post another reminder before that happens. It’s also important to note that players who already own Founder’s Pack will be unaffected by this change; we will simply be removing the ability for new players to purchase this item.

 

If you just can’t wait any longer for a testing invite, you may wish to pick up the Founder’s Pack before it warps out of the Nexus for good. After next week, you’ll want to make sure you’ve opted into Heroes testing in Battle.net account management, and be sure to ask your friends (nicely!) if they’ve received a beta key that they’re willing to send your way.

 

Clarifications on the MMR system and how Blizzard is evaluating matchmaking, including the proposed Support rule change, were also posted here:

 

As the Heroes of the Storm closed beta rolls on and the game continues to evolve, we’d like to provide our perspective on some of the bigger topics we’ve seen discussed in the community and forums. For this blog, we’re looking at the subject of Matchmaking. There are a number of things to chat about, so let’s dive in.

19RBT3IUQUYB1403137112368.png

VETERANS VS. NEWER PLAYERS

 

We’ve noticed a few concerns around the community regarding veterans and newer players being matched up together. We understand the community’s frustration. It’s not a solid experience to be matched against, or on the same team as players of drastically different skill level.

 

With the game being young and in Closed Beta, our matchmaker is designed to weigh a player’s MMR more than their overall experience and time in the game. As Heroes of the Storm matures, and we bring more players into the game, we'll shift our matchmaker toward catering to more experienced players. This should make games feel much better for the veterans.

 

On the flip side, we want to take care of our new players. We’re looking into ways that we can help the new player adjust and more quickly find their correct MMR tier. It currently takes 80-100 games, on average, to accurately establish a player’s MMR. This means a newer player could be tossed around in games that could be way above their skill level, ultimately hurting their overall match experience. We’ll continue to evaluate and find solutions.

 

With that in mind, we do want to stress that each mode in Heroes of the Storm has a separate MMR. The matchmaker will use MMR to find an even match, rather than the visible rankings on a profile. Being a high-level player does not necessarily mean a player has a high skill ceiling (and vice versa), so consider this information when transitioning to different modes.

 

19RBT3IUQUYB1403137112368.png

TEAM COMPOSITIONS IN QUICK MATCH

 

A number of players have requested changes to our Quick Match system in order to force more balanced matchups by team composition. When looking at feedback, the most common requests were around the idea of forcing a  Support or Warrior for each team. We took some time to check out the data and we’d like to share our findings with you.

 

9Z4X4HODMK3I1427848808236.png

 

With the findings shown above, there is a clear indicator that not having a support on a team, versus a team with a support, could cause a loss more often than we’d like. Due to the data and the community’s feedback, we’ll be adding another rule to the current set rules we released in the matchmaking blog on August 8, 2014. We’ll be adding the following in a future patch:

  • A zero Support team will always match versus  a zero Support team
  • This rule will not affect a premade party of five members

A team with zero Warriors, versus a team with one Warrior and other matchups, seems to need less attention as the win rates are similar. We’ll continue to examine the rules and make adjustments, as needed. Our goal is to keep match quality in a solid state and queue times low. As the population grows, we’ll be able to layer on more rules without conflicting with the goal mentioned above.

 

19RBT3IUQUYB1403137112368.png

SIX MINUTE RULE

 

If our matchmaker can’t find you a close match before the end of a six minute queue, it instead finds the quickest possible match for you and your teammates. This rule was originally set early in the alpha as our data told us waiting longer than six minutes didn’t yield a better match experience for a majority of players.

 

As our population increases, we’re exploring the possibility of increasing the six minute rule to a higher time limit. We believe this change would make better matches for a number of our players, as currently they are being forced into matches against high level players. Because the six minute queue is forcing matches for high level players against the next possible group, they end up facing players substantially lower in MMR.

 

While the change would certainly help a majority of our players, our data suggests top-tier players wouldn’t see much improvement without other top-tier players being available for a match. The players at the highest level are the cream of the crop and eventually, regardless of how long the queue benchmark is, will be matched with players or teams of a lower skill level. We’re looking at ways to help this problem and hope to have a solid solution at a later date. Any feedback from the community is important to us, so please share your thoughts.

 

19RBT3IUQUYB1403137112368.png

SOLO PLAYER VS. LARGE PARTIES AND SOLO QUEUE

 

To begin, we’d like to mention that our matchmaker will always attempt to match party size and composition first, before attempting to match similar parties with small variances. The idea is to create matches that are as fair as possible. However, there are rare occurrences where the matchmaker may deviate from that plan, as we simply need to get you into a game.  Now, let’s talk about solo queue players and their potential to hit a large party.

 

The solo player experience is an important factor to us when considering matchmaking and we have our eye on making sure individual players aren’t forced to play against large parties. Below, you’ll find a graph that details a per game basis of what type of matches the average group of solo queue players will be matched up against.

 

TCUHY0FA8DQ51428082109868.png

 

As you can see, a team of five individual solo players have an incredibly low chance of hitting a group of five players. In fact, 92.49% of players grouped by the matchmaker, from queuing solo, will queue up against another team of solo players, resulting in an even match. The other 7.51% of players will hit other types of parties, but most seem to shy away from hitting larger groups. For example, a party of five of players will hit a stack of five solo players only .02% of the time. Simply put, a team of solo queue players will rarely be matched against a large party. We believe, as the population increases, this will hold true for an even higher percentage of matches.

 

Now, let’s take a look at what a group of five players will be matched up against according to our data:

 

KCBAI7ZO78XY1427848807994.png

 

When players queue as a party of five, we attempt to match the party against another group of five or large party. Nearly 98% of five man parties will be matched against another party of five, four and one, or two and three. The other 2% of data is spread out amongst the other options. We’ll continue to monitor the matchups we’re seeing as time progresses, but as more players enter the Nexus, we should be able to continue matching large parties against one another.

 

Overall, we feel the solo queue experience is in a manageable state. Hero League and Quick Match are flexible enough to allow players to queue up as a solo player, and be matched fairly. Currently we do not plan to add a solo league mode into the Nexus. This decision could change in the future, based on player experience, data, and our own analysis.


19RBT3IUQUYB1403137112368.png

SURRENDER OPTION

 

As a final note, we wanted to address the issue of a Surrender option. For now, we do not believe the addition of a Surrender option is needed in Heroes of the Storm.

 

Heroes of the Storm matches are designed to be fast-paced, action packed, and played in under twenty minutes. In our experience, the community's feedback, and internal data has shown that there are ample opportunities to mount a comeback. We believe the game is never officially over until the core is destroyed. Adding a Surrender option could tempt players to bail out at the slightest setback, removing focus from the game and potentially introduce even more toxic behavior. As Heroes of the Storm matures, it could be something we’ll add in the future. But, for now, we love to see awesome games where teams mount a comeback and win. For example:

 

 

19RBT3IUQUYB1403137112368.png

IN CONCLUSION

 

Matchmaking is a difficult beast to tackle. We feel that the matchmaker is heading in the right direction, but agree that we have more work to do. The information above represents only a fraction of the many things we have to juggle when creating close matchups for our players. We are working to improve the system and have a few more ideas in the pipeline, such as individual hero MMR, weighted MMR based on the role being played, and more. We hope to see more of your feedback as we continue introducing more players to the community.

 

The matchmaking changes sound like an excellent set of improvements, and Blizzard's lines of communication regarding continuing changes to the Heroes matchmaking system are greatly appreciated by players and the community.

 

Will you be taking advantage of the last chance to purchase a Founder's Pack?

 

Let the record show: Teams with Support players win against teams without. To that end, Blizzard is modifying matches to pair teams with Supports against each other. Founder's Packs are also being retired next week.

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      Bug Fixes
      Heroes
      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. 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. Diablo Base 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. 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. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. 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 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. 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. 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. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. 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. Return to Top
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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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