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Reddit Q/A Recap: Oct 13

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Blizzard hosted a Q/A on reddit related to the newest Samuro content patch. A lot of interesting questions have been answered and here's a recap.

Reddit Q/A Recap: October 13

As reported earlier, Blizzard has been answering your questions on reddit for a few hours. As the thread is somewhat long, I've highlighted the most interesting questions.

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Lots of people have been playing Brawl on PTR this week and having a blast. One thing that has repeatedly come up is the wish that the fountain was invulnerable. Is this something the design team would consider changing before going live?

We won't be making the change before Brawl goes live. We are listening to the feedback and made a few adjustments that will alleviate it a bit. Our formula for siege heroes was too high on PTR and you'll see a reduced amount moving forward.

In our internal testing we discussed this topic a few times, but found as players learned how to maximize their advantage on the Arena's objective it often could cost you more then you gain for removing a fountain. 

We will keep watching and listening.

Do you have any plans to add PvE type contents to Heroes Brawl, such as 10-player Co-op experience against powerful Bosses, Tower Defense-type game mode to defend the Core or specific areas from enemy waves, Marathon, and Escort?

We have been discussing this internally quite a bit, but do not have a concrete plans as of yet. We definitely like the idea and have had some fun discussing some crazy ideas.

How do you decide how fast/at what rate a quest progresses and consequently at what level it should be finished?

We'll playtest a lot, honestly. We have been very broad in how we've done various questing talents to try to discover what the right range is. We have some that are very easy to complete (Arthas), and others that take longer to complete (Regen Master). We have been looking for player feedback on which types they like, et cetera, to inform future quest designs, and any live-reactions we should make!

How do you choose between a progressional only reward (like Taste for Blood), a completion only reward (like Gul'Dans Echoed Corruption) or a mix of both?

We like to do a mix of both! We're still exploring this! Some quests lend themselves to being fine with having no progression growth, while others feel brutal if there's no power granted while making progression.

How do you decide whether questing progress should be lost on death?

This one is a little more controversial, and is more of a feel thing. If we feel the talent is high-stakes enough, then a punishment mechanic can add a lot of flavor and gameplay to the talent! It can be especially helpful if the counterplay feels lacking.

How do you choose the quest talents? E.g., why is Auriels Increasing Clarity a quest talent, but Righteous Assault isn't?

We're still trying to identify the right amount of quest talents. We don't want to do an entire tier of talents that are all Quest talents, so players can opt into/out of doing a quest. Further, some talent designs seem to lend themselves more conveniently to quest design, and other's don't.

During Hero iterations, have you tried putting a normal talent on a lower tier as a quest talent to improve talent diversity on that tier?

I don't think that specific case has happened, but we do a LOT of iteration on talents, and sometimes will move a talent from tier to tier to give that tier a healthier set of choices.

Do you think there might be a quest heroic some day?

Quest Heroic! Sounds awesome! Love the idea!

Do you have a favorite Quest talent?

I do! But it's super secret, so I can't talk about it yet :-D

Thank you for these questions! They were great, and definitely encourage me to go back to the team and try to crystallize the knowledge better so we can make better quest talents for the game as time goes on!

Infernal Shrine is the only map where the map objective is always at 100% power(of the diablo maps). Team have discuss about removing 2.5% HP per each skeletons collect by the team that didnt got the Punisher? because right now if you lose 39 skeletons vs 40 skeleton, you basically wasted a lot of time nd resource because your skeleton dont count for anything, even when on BoE damage to you count for aweakest immortal...

For Infernal Shrines we've done lots of dialing of health and power of the Punisher and wouldn't want to add a mechanic that makes him feel weaker. If we did, we would have to increase his power over all and 40 to 0 events will be very devastating.

This is why we've upped the skeleton health, added anti-clumping AI and increased the count from 30 to 40. All this is to help give both sides enough time to respond to the event and we are happy with the way it is playing.

In the end, we also like how Battlegrounds have different behaviors and require different thought exercises from our players to play it correctly. If you can't contest the event players have lots of other options, getting mercenaries, pushing forts/keeps and soaking multiple lanes to catch up in experience.

I dont play much HL, but could be nice if we can see Hero League Border (the one with the ranks) on the draft screen. This have been discuss by the UI team ?

Showing portrait borders while drafting is something we've talked about but we have to be careful what information we reveal about players during the Draft phase so I wouldn't expect any immediate changes.

Is there any plans add a more detailed profile section where we have more statistics, ability to customize heroes in draft queues, etc etc?

The UI Team is discussing ways to increase customization options for players but don't have anything to share yet. On a personal note I'm a fan of information design so I'm always looking for ways to provide more cool/useful data.

The character home screens are always so great and so is the music that comes with them are amazing. But it's kind of a shame that the art becomes useless after a new hero comes out. Is there any plans to allow us to customize our home screens with old hero splash pages? It would make use of already created content, add another possible good sink, and allow more customization and personalization to the players.

That's an interesting idea, we don't have anything planned for this but it's something to take into consideration.

And lastly, is there any plans for custom in-game UI with themes (ex Zerg, Protoss, Horde, Alliance, Heaven, etc etc) similar to what DotA2 offers?

No plans for this at the moment.

It’s all random in Heroes Brawl on choosing heroes, which means players might choose the same heroes. Will it trigger some special conversations when players just pick the same heroes, such as Muradin and Magni Muradin? The dialogue may go like: “It’s good to fight with you again, my brother!”

It's not completely random all the time. Hero duplicates are an amazing feature and would be a great polish task to add unique VO for when that happens.

I'm curious about Samuro's Mirror Image ability. As Samuro was being developed, it must have been noticed that players would want to be able to choose where the real Samuro appears after casting it.

However, the placement of the real Samuro appears to be completely random. Why is that?

Was it too powerful to let Samuro choose where to appear? Did it lead to gameplay that didn't fit the character?

There were a handful of reasons for this, but one of the primary was ease-of-control, and allowing a player to be able to immediately create their images with a single button press, no mouse invovlement.

What hero or ability will be forever left on the cutting room floor? Whose design, after some playtesting, won't ever be used? I'm aware you guys like to repurpose design, but surely there was something you tested that won't ever see the light of day, for sure. What is that thing?

Ooooh i'll take the bait! I'll take the bait!

Okay. So story time. Once upon time there was a Banshee. Well, before that, she was a High Elf named Sylvanas Windrunner, Ranger-General of Silvermoon! Until that dirty traitor, Arthas Menethil, under the influence of Frostmourne, destroyed her army, and wasn't content with simply killing Sylvanas, turned her into a Banshee. After recovering her body, she became the leader of the Forsaken, broken free from the Lich King's control!

One day, this Banshee-Queen found herself in the Nexus! She encountered an enemy Hero, and immediately tried to take control of an enemy Hero, and use their abilities! But try and try as she might, she found the world, the engine, of the nexus, of this game (for which she has no time!! ... but always finds herself in...), couldn't handle the thought of her having control of an enemy Hero, using their abilities, changing their allegiance, even temporarily!

And thus the Nexus exerted its control over the Banshee Queen, limiting her powers. Having been reminded of the dread of being under the Lich King, this very same Sylvanas now secretly fights to break out of this "Nexus", and be her true self!

None shall survive!

What 5v5 Mirror match did you personally enjoy the most in a Brawl Arena?

I love 5v5 Nova. Trying to see through all the clones and all the shimmers is a really unique experience. We liked it so much we even made a Brawl around it!

Are there any plans to add the option of a second hero to assist the enemy bot hero in try mode? I would like to try a hero against 2 opponents.

We are in a very early, exploratory, pre-production, <insert-non-committal adjective here>, potential phase of doing some radical stuff with the things that Try Me mode brings. I can't promise anything, but we'd like to let players be able to do more with those tools.

Another question is about Nexus Blades. This is one of my favorite generic talents, but new heroes (Samuro, Alarak) have different albeit interesting options. Are there any plans to give older heroes other options that complement their talents? (Looking at Illidan, Zeratul and Thrall) ( Nexus Blades suits Illidan, though)

As we go over old heroes, we'll look at all the talents in their tree, including ones like Nexus Blades, and make sure they all fit, and if they don't, find better options!

"M-move"! Will we ever get a command to move and not attack (even after the move completes)? Or have basic attacks only occur when given orders rather than passively?

Both would be wonderful additions to the game, give more control, and slightly raise ability to skillfully play many heroes. (Especially heroes that store crits or any heroes that are trying to navigate around large models that block nearby terrain e.g. BoE immortals!) 

I'd also love to see AA'ing just not be automatic -period- as a slight skill dependence increase in the game that increases the value of initiative in engagements and combos interestingly with abilities like Last Laugh -- though I'm guessing that's less likely to happen.

It's on our radar to get a Force Move command keybind in the game, so that players that want that can use it!

I don't think we'd implement a huge change to the way right-clicking auto-attacks works though, as it'd a fundamental controls change!

I think it will be difficult to fine-tune Hero balance in Heroes Brawl; could you tell us about your design philosophy on balancing in Heroes Brawl? Also, how do you plan to tune some Heroes whose playstyles change drastically with Talent selections, and some Talents/Abilities that seem not effective in Brawl environment, such as The Butcher’s Fresh Meat and Health and Mana granting effect of Nazeebo’s Voodoo Ritual?

We are relying on our standard hero balance for this mode a lot. That means there will be some heroes that are stronger and weaker. I would argue this happens on some Battlegrounds and we like that it creates a unique Hero meta for that Battleground.

Though typically we don't interfere, a great example where we do is Kharazim on Arena maps. We give him a level 1 talent trait based on which heroic he picks. If he takes Divine Palm he gets the healing trait for example.

Would you guys ever consider allowing matches in brawl to some how grant experience?

We currently award account experience for Brawl, but do not have plans for granting Hero experience. Because of the differences in Brawl modes (some are short games, some can be longer, multiple heroes, etc.), we felt it was better to give a large gold reward plus a portrait instead of having a variety of different rules around how much Hero experience is awarded.

Will popular community-created Brawl ideas/suggestions taken into consideration on Brawl designing process? Do you have any plans to host Brawl creation contest to allow players to actively participate in Brawl designing process?

We don't have any current Brawl creation contests planned, but it sounds like a fun way to get some ideas. That being said we are constantly reading forums and reddit for fun Brawl pitches. Often pitches never survive completely intact, but are great inspiration for new and exciting Brawls.

Some heroes have talents which can be strengthen by the quest completion. What is your solution to make these heroes as strong as other heroes without quest talents?

It's really much less about the power of that Hero, but much more about the power of that talent as it relates to the Hero's other talents at that Tier.

For instance, in hearthstone, you need to compare a card against other cards with the same mana cost, as they use the same slot in your deck.

Likewise, a talent needs to be on a similar powerlevel of other talents at that tier, as those are the other options for that Hero.

What hero playtested the worst in determining who to use for single hero 5v5's (ie 5 Johannas vs 5 Johannas)

5We've identified what's going on with this bug (activating W during a backswing) and how to fix it. I believe we've got the fix implemented, but i'm not sure which branch of the codebase it's in, so not sure if the fix will be live when he ships! But it will be soon!!!v5 Johannas was sooooooooooooooooo looooonnnng! It got to that point where it felt like someone does a really bad joke for so long that it turned funny. Also any 5v5 support felt really bad on Temple Arena. Imagine 5v5 Morales .... /shudder.

Are you planning to release more “Having fun” themed maps in the future? For instance, choosing five same heroes and conducting the team deathmatch or tower defense, just like what we did back in the good old days in WarCraft III?

Absolutely! That is the whole point of Heroes Brawl. We will be making lots of fun maps and crazy ideas moving forward.

Will Samuro be playable in the Blizzcon tournament?

Samuro will not be playable at the Blizzcon tournament. A hero needs to be in the wild for two weeks before it's playable in tournaments.

What do you think about having a few maps available for brawl each week instead of having just one? I suppose many players will be bored at the end of the week with one map available.

Our current goal is to offer a fun break from the regular game and feel a single Brawl a week hits the mark. We might be wrong but that's what we are going to try! This feature is aimed at supplementing standard heroes and offer that much needed break after a series of competitive games.

Lately, there has been a surge of hard/high skill cap heroes (like Samuro, Medivh, Tracer, Alarak etc). While I do agree that high skill-cap and micromanagement abilities benefit the game, I wonder if there's still space for easier heroes for the schmucks like myself that couldnt micro if my life was depending on it. So: are we gonna see some more easy heroes on the future, or is it all over-9000-APM from now on? Also: can i haz mefistow? :D

Over in Hero Design we like to make a variety of Heroes! A long while ago, we felt the game was missing these types of Heroes, thus we were welcoming to hero designs like those to open up more playmaker options!

But, we still want some heroes that are a bit more straightforward, and someone like Zarya can fit that bill. While there's still lots of skill growth for the character (landing Qs, your R's, getting high energy), it's relatively easy to shield yourself or shield an ally. Or even hit someone with a Q since you have 4 charges!

Thank you for the feedback! It's great to hear this, as oftentimes we only hear the audience side that says "Skillcap!" and it is important to remember that there's another audience that, while loving those heroes, also wants heroes they can feel comfortable playing!

With Brawl, the MVP system, the ranked update, the Lost Caverns, and the Machines of War update there has been a ton of content added in 2016. We are in October and I'm incredibly happy with the game and can't imagine what lies ahead. With Blizzcon coming up, and without spoiling anything, is there any announcements beyond new heroes that we can look forward to?

Absolutely, we are always working on cool stuff. We just can't share any of it currently. :) We also have some fun releases coming post Blizzcon but before next year as well.

Can you make Samuro’s “jump slam” attack animation to proc every time he deal a Critical Strike, similar to Warcraft III?

So fun story! That awesome jump attack animation (i think there's 2 variations?? maybe more? unsure!) has a big windup to it. However, we wanted Samuro's attacks to be quick and snappy, and so they only are allowed to have a extremely short duration windup. Further, if you activate Critical Strike, it resets their weapon's cooldown, causing the attack to happen instantly.

So as a result, we only can safely play that animation when Samuro is about to Critically Strike from Wind Walk, when we can be relatively sure that there's some time to do that windup.

Draft system used in Punisher Arena is really cool. It solves problems that ARAM community have with "randomness" of random pick feature that screw some of the comps. Could we get an option to pick this draft mode on the custom Lost Cavern?

We've been calling this new draft system Shuffle Pick. Currently no plans to add it to Lost Cavern, but we can discuss this with the team. Thanks for the question!

Samuro's enable/disable AI doesn't appear to work properly at all. 

(e.g. MI created images show hybrid AI behavior whether it is enabled or disabled (act based on AI on creation then stop after completing an order) and both settings prevent Kawarimi created images from completing Sam's last action either by following Sam around or just standing there (en/dis, respectively))

Will this likely be fixed before release or, like Rexxar, are these technical issues that we'll have to live with for awhile?  Not trying to rake you guys over the coals just honestly want to know what we should expect. <3

Okay, i have some news from our awesome devs! Yay!

"The behavior of the Mirror Images completely changes when you take Illusion Master. They stop having laning-minion AI and instead just do periodic searches around them for targets, so if you don’t give them orders or there’s no enemies around, they’ll stand around doing nothing.

Additionally, regardless of the AI being toggled off or not, when the Mirror Image ability is used, both Samuro and his Images will do a search and get an attack order to enemies nearby. This is done so that the Samuro player can always play a fresh game of Three Card Monte with his opponents by pressing Q and then letting their hands off the keyboard, as Samuro will act identically to his Images at first.

Sounds like there might be a bug with Kawarimi, though, we'll investigate!!"

Following up on this, players have pointed out a number of QoL-type issues with Samuro such as activating W "wasting" the ability if pressed mid-swing before a previous Critical Strike's animation completes. Which, if any, of these is the team working on, and which are getting highest priority for a fix before live?

We've identified what's going on with this bug (activating W during a backswing) and how to fix it. I believe we've got the fix implemented, but i'm not sure which branch of the codebase it's in, so not sure if the fix will be live when he ships! But it will be soon!!!

What do you think about the brawl where players have to kill each other? No core, no events, pure PvP.

This current Brawl is pretty close to just fighting without objectives. The Punishers are in the fights to help discourage teams from avoiding fights and playing passively. Simsala91 gives a good example of a situation where it is beneficial to not engage on the enemy team.

What kind of matchmaking is in place for Brawl? I know on the PTR matchmaking is totally wack because of inconsistent player skill/levels, but in the live game will there be MMR based off of QM or HL? or none at all?
Brawl has its own MMR that is tracked separately from the other modes. It is seeded from Quick Match. Even though there is an MMR for Brawl, we favor faster matches for Brawl because it is not a competitive mode.

When you play custom games ( such as brawl on ptr) when the game end, please make the game go back to the lobby instead of kicking everybody.

it was/is INSANELY frustrating ( and needlessly time consuming) to keep spamming [ lobby] for players, just because we couldnt keep the last gang together.

Great suggestion. That's actually something we're not happy with as well. We've had discussions about rematch functionality internally, but we don't have any concrete plans to share at this time.

What went in the decision to make Samuro manaless? He seems like he has the potential to be very very strong and it seems like mana would have helped limit how dominating he can be.

So this one is really simple...but not immediately obvious!

But it's because of his Images! With all those extra Player Nameplates running around, hurting gameplay clarity by obscuring things in-game, we cut mana so that his nameplate would be thinner, adding less weight in-game.

We even contemplated giving him and his images a completely different nameplate that was unique to them, but ultimately went with what we've got!

Is there any MMR at work when matchmaking in a Brawl? Where does this MMR come from?

Edit: Oh, that's been asked. Uh, different question then! Did you consider having the PTR cycle through Brawls faster like the Overwatch Beta did when it first got Brawls? It seems a missed opportunity that only one Brawl was tested in the PTR.

We always like getting more testing and player feedback, but we decided against it in this case because we didn't want to spoil the surprise of the upcoming brawls.

Are there plans for a brawl with all players as punishers?

We've discussed this idea and many similar style Brawls. We don't have any concrete plans on shipping one as of yet, but they are a fun idea.

Would Blizzard ever change existing hero abilities to make room for new heroes? This is specifically in reference to bringing in Overwatch heroes. For example, would Valla's Strafe ever be replaced by another heroic so that Reaper could then be brought in with his Death Blossom?

It's highly unlikely! it could be very upsetting for a significant section of the playerbase if we took away an ability they loved on a kit it made sense for.

Then again, never say never. Just highly hesitant!

No other Warcraft 3 hero has captured their kit from that game as closely as Samuro does in HotS. Did you feel it was particularly important for this character to feel very close to his origin?

Ya i thought it was pretty important! Blademaster is a beloved War3 Hero, and as it turned out, his kit transitioned over really smoothly!

You said that you had to limit Nova's Decoys when doing her rework because of Samuro. is that something we might see again, removing talents of an old hero because of an upcoming hero with similar abilities (for example, is there a danger of Zeratul losing some Cleave or Blink talents because of a possible future Maiev release?)
also, as Nova's Decoy build is so limited now, is it possible for her to get buffs in some other part of her kit so as to make her competitively viable (it's sad that she was only briefly competitive only because of the Covert Ops bug)?

it might happen again in the future, but it's not very likely.

i'll ping the live/balance team on nova!

I'm a UI/UX web designer, it's quite different from game UI design so I would love to hear some anecdotes or insight on how you guys work from sketch to final UI. Before you decide on a design (for example the brawl hero picker), do you work with interactive prototypes and preview animations in AE and then work side by side with programmers? or does it get coded directly in the game to be tested and iterate upon it?

From a UI Art perspective, we generally start with wireframes that detail out the functional elements that need to exist during the experience. Then we move to creating art mockups, this helps prove out layouts/ideas or sometimes sparks a whole new idea that changes the direction. Once things are in a stable art state and if there's time, I personally like to do a heavy pass on a motion comp (using After Effects for more effects heavy comps or Flash for functional prototypes) moving through the entire flow showing all the details, from button clicks, transitions, effects, timings and general feeling of the feature. Motion comps are extremely valuable, as they provide clarity, helping everyone involved understand the entire vision. Once everything in the motion comp is good, implementation starts with the engineering team. During implementation we iterate even more as we uncover limitations, bugs, oversights, new ideas. I'd argue that implementation is the most important phase of development since it's the only player facing element.

Have you ever think to add talent presets to chose before round, not only ultimate abilities. Or generaly to add some useful talents to hero, and balance heroes like that.

We have discussed this before and found it to be a really big rabbit hole to go down. It doesn't really fit the goals of our system of an easy game mode for players to hop into and have fun! I don't mind revisiting it at some point, but we have no current plans.

Why neither Xul nor Azmodan are available in Brawl? Their traits need creeps but they can still be useful without them.

It's not that they need creeps to be effective, but it's that we don't have proper AI support to support the demons/skeletons. We will constantly be reevaluating and trying to include as many heroes into a Brawl as possible.

Are there going to be Holiday specific events for Brawls? Also, how hard is it to try and come up with Brawl ideas.
While I can't provide any details, we've definitely been discussing how we can celebrate various holidays through Brawls.
 
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Do you have any plans to add PvE type contents to Heroes Brawl, such as 10-player Co-op experience against powerful Bosses (...)?

OH SHIT YES, we need this.

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On 10/14/2016 at 3:01 AM, Valhalen said:

OH SHIT YES, we need this.

After experiencing similar things now in Dota, TF2 and OW, I'm so down with this.

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      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and 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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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