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Climbing from Bronze 5 to Grand Master with Nostromia!

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Ever wondered how difficult it might be to climb from Bronze 5 to Grand Master in HoTS? This Russian streamer has decided to undertake the task, while only solo queuing the whole way!

The streamer in question is none other than Nostromia, a Russian streamer that normally plays at the Grand Master level. She managed to grab herself a low MMR account and is attempting to show that it's possible to climb from Bronze 5 all the way to Grand Master. 

The Reddit post over on /r/heroesofthestorm which really highlighted her stream has described her progress as follows:

  • She has a nearly 100% win-rate, with a score of 42-1.
  • She is currently in the Silver leagues.
  • Her main heroes played are Falstad and Zagara.
  • While she has a limited grasp of English, she uses simple commands to communicate with other players that are not Russian.

If you're interested in watching her climb, you can always check out her stream at twitch.tv/nostromiagaming.

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Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

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24 minutes ago, Estelise said:

Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

She's mainly doing it to dispel the myth that like.. "it's impossible to carry in HoTS because that role doesn't exist". These sort of things. It's also going to give us an average number of wins in order to level up through each rank and so on. It will be REALLY useful for collecting data in my opinion, data that will help a lot of players.

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No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

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I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

Edited by greatCraft
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2 hours ago, mnime said:

No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

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54 minutes ago, Blainie said:

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

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9 minutes ago, mnime said:

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

For sure. I think it's interesting to see her play in the lower leagues too though. Not only from a results point of view (25 games to go from Bronze to Silver, for example), but to see what really separates the players.

When you watch her play Falstad, the Bronze players have no idea what is going on when she jumps over the walls and gusts them straight into her team. You can see that those plays are what allow her to carry, regardless of her having items or not. Those plays can literally create a win for a team.

It's a different kind of entertainment from watching top players I think. It's going to be one-sided for sure. On a normal day, I definitely think GMs should play GMs, Gold should play Gold etc., but I definitely want to see this played out. 

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4 hours ago, greatCraft said:

I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

 

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

Edited by mnime

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7 hours ago, mnime said:

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

I feel like MMR hell is often seen in the wrong way. People seem to think MMR hell is like, OMG IF IT WERENT FOR THESE SHIT PLAYERS I'D BE GRAND MASTER EASY.

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

I agree about OW too. Ana shouldn't have been allowed in this season of comp IMO. 

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3 hours ago, Blainie said:

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

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No doubt, it is possible to climb, but:

1 game with afkler/troller/feeder/etc , trades with another game you won. So 2 matches and about 40-60minutes game time is lost. If it is a uprank or downrank game you lose an additional game you won. 60-80 minutes game time lost and 3 matches wasted.

 

My badest streak was 5 matches with afkler in a row and in addition 2 matches with troll picks.

A week or more of hardwork totally wasted and loosing 2 ranks.

 

Can you carry with a bot/feeder/troller/afkler on silver? I doubt it MMR hell stands for running in circles, the good old "Hell League"

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9 hours ago, ghostdeini said:

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

It's the biggest misconception about MMR hell for sure. It happens in both HoTS and OW, but it seems the only way to fix it is play in a party. It sucks.

46 minutes ago, Skund said:

1 game with afkler/troller/feeder/etc , trades with another game you won.

This is always terrible. I hate it when someone refuses to play properly and just feeds because your team doesn't want them to first pick Nova, or pick a hero into a counter. It's really annoying. 

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I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Edited by mnime

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10 hours ago, mnime said:

I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

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10 hours ago, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

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On 7/31/2016 at 0:43 AM, mnime said:

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

If anyone can do it, I hope Blizzard can :P It would make me so happy when playing both OW and HoTS

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On 30/07/2016 at 1:32 PM, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

I think the way around this in terms of coding and understanding would be to perhaps divide role stat by death, to assess true value of a player.  For example:

Player 1. Dying 10 times and doing 100, 000 damage might be made to look like a great player cos of the high damage but like you say,  those 10 deaths could mean that to get that 100, 000 damage,  the team have suffered missing objectives and such and lost the game

Whereas,

Player 2. Someone who did 70, 000 who died 3 times technically did less damage would be possibly judged as the inferior player 

Now for some basic maths 

1. 100, 000 divided by 10 is 10, 000

2. 70, 000 divided by 3 is 23, 333

With this we can now see that player 2 performed a lot better even though the role was less.  This is incredibly simplified however I think it's a starting point for a new approach. 

 

Same goes for xp

Take the xp and divide by deaths and you can find an effectiveness statistic

 

You can even go one further to combine these two statistics 

 

Role ÷ deaths + experience ÷ deaths = X 

Then divide x by 2 because you quantified 2 different stats 

 

With enough thought you could find out so much about the value of a player from this method alone

 

Ultimately its a team game that's won or lost on decisions but we already have systems in place (MVP),  we could just make them more sophisticated 

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On 12/22/2016 at 2:38 PM, Lakecide said:

With enough thought you could find out so much about the value of a player from this method alone

The issue is, as soon as deaths become important as a stat, people will play differently. It's why they currently aren't ranked for medals.

There are times when I would rather have someone swap to Tracer and suicide 5 times, but reset the Overtime timer 5 times, as opposed to a Widowmaker that gets 2 kills, but watches as we lose due to not resetting the timer. 

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      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      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. 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
      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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