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Esports Q/A Recap: Nov 1

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The Q/A on reddit about Esports has concluded and here's a recap of all questions Blizzard has answered about HGC 2017.

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With the HGC being an online league, what will happen to prominent offline leagues such as super league and gold league?

This is a hot topic among the community because of how information was originally presented. To clarify, HGC North America and Europe will be online leagues but Korea and China will have offline elements. Announcements in those regions will come at a later time.

Can we expect an official prediction league (like HotD bracket challenges) or should I start making one? :)

We've talked about this and have ideas of potentially doing it at some of the offline events but we will see... no promises! Feel free to jump in and take this one :p

Crowdfunding. It's awesome. We want more of it.

Can we expect to see more stuff that directly supports teams (or prize pools), like those sweet MVP and Tempest mounts?

We agree! The winners mount was an awesome addition to the program this year and we are actively exploring new ways to do this that involves more teams than just the winner.

In the latest episode of TownHall Heroes, Bakery suggested that instead of having Eastern and Western clash, it would be way cooler to have the clashing regions rotate, so in Spring it would be EU vs NA and the next one could be EU vs KR and NA vs CN. It would benefit the teams which could more frequently encounter teams from different regions. Is it something you considered for 2017 and is it possible that this format will be introduced in 2018 (or even phase two in 2017)?

Bakery brought this up to me as well and I loved the suggestion. We will not be changing how they work in 2017 but we will keep this in mind in the future!

Is the roster instability that plagues the NA and EU regions something on the eSports teams radar of things to attempt to stabilize? I understand that social issues amongst teams is not an easy problem to diagnose and solve (as well as some may argue it is not Blizzard's job to worry about internal team politics) but have you considered anything to incentivize teams to not think that "cutting off the arm" is the only solution if they scrape their elbow in one tournament? Roster change caps or something?

We are aware of the roster volatility that occurred this year. One of the main points we're looking to hit for 2017 is consistency and the most direct way we can do that is by being more rigid with our roster locks. For the 2017 season there will only be one period, in the middle of the year, where teams are allowed to change their rosters.

Do you plan to implement more stats easily available for esport ? And make it available to casters live so we can have a more in-depth analysis than just "Kyocha is probably the best Tracer player in the world" ?

Would be so great to know who land the most storm bolt, who deals the most damage, who stuns the most on average...

This is absolutely something we're looking to level up and are working to do so with the tools currently at our disposal. One of the best things a league provides is constant data that we can pull from to really let our players shine.

Will teams that don't make it into the top3 in their region play in any offline tournament at all next year?

Not in HGC, no.

Will there be rule changes concerning firstpick/ban or Map pick?

Yes.

Will first ban / map bans be more public in HGC 2017? 

In 2016, I had no idea why the map was chosen, or how which team got first pick. I couldn't figure out if loser got first pick. Or if loser got choice of first pick or map choice. Or if there were map bans before hand? The announcers would be just be like "oh man and this map was their map pick!" like halfway through a game. And it was so confusing.

In Starcraft 2 the map bans are part of the pre-match ceremony. And it'd be nice to have more visibility in Heroes.

Yep. We will be addressing this next year and making it visible to the fans.

Is there any talk about limiting the map pool for pro teams for the whole season or parts of it?

We will be limiting the battleground pool heading into HGC 2017. The battleground pool will be set in phase 1(HGC start to Mid-Season Brawl) with the possibility of it changing for phase 2(Mid-Season Brawl to HGC Finals).

Will the limited battleground pool be in effect on public servers as well as HGC events?

It will only be for HGC.

Can you shed some more light on how the open division will work? And on how the teams from LATAM / ANZ / SEA / TW will qualify?

The Open Division will operate as a cup system with teams earning points based on their performance in each cup ultimately leading up to a playoff bracket that will decide which two teams from the Open Division will enter the Crucible. Open Division tournaments will have monetary compensation as well.

Latin America, Australia & New Zealand, Southeast Asia, and Taiwan will operate as they did in the last year. Each region will have their own program that will provide teams to the Clashes, Mid-Season Brawl, and the HGC Finals.

What format will the weekly matches be in?

All League matches will be best of five.

Basically how will a typical week of HGC look for my favorite team?

Each team will play either once or twice a weekend. A typical weekend in HGC is two best of five matches a day, Friday - Sunday. For fans of HGC Europe and HGC North America there is going to be a lot to watch!

Now that HGC is going to be a formalized league. Will there be a way to watch the games in the client. Perhaps a tab with everything HGC including statistics, vods, and news?

We will have all of that information but it will be on a brand new website instead of in the client. We will continue to push HGC in the client through the Homescreen.

Will casts be in multiple languages?

We won't officially be providing multiple languages outside of what we already do but we will work with reputable community members to provide language streams if the demands are there. 

Will there be something we can buy in the in game shop to show our support and fandom for our favorite HGC team?

There won't be anything at the launch but it is something we are actively working on.

Any chance of posting game replay files online so that players can study the matches and learn from the pros?

Yes, though we are still deciding what cadence we should release these.

As a semi-casual spectator, I find it somewhat difficult to find rosters and dates for upcoming matches and ongoing tournaments. Even the new overview page is so much 'what' that it is hard to find the 'when', when that is the most important part of watching anything. Am I looking in the right place? Would you agree that the current scheduling information isn't quite accessible enough yet to filthy casuals like me?

Still, I love the game, and all the hard work Blizzard is putting into it. Great job to all. Have fun at Blizzcon.

We hear you. This was one, if not the loudest, piece of feedback from our viewers and players alike. We have something pretty awesome cooking in the oven. Stay tuned!

Could we expect more international tournaments outside of those planned ? Such as nexus games or Braxis Holdout/Warhead Junction showmatches. Can we expect more community events such as Bloodlust, do you guys contribute to these events or are they only community managed if that makes sense ?

One of the biggest pieces of feedback that we received from community tournament organizers was that it was very hard to organize a Heroes tournament because how scheduling was handled this year. We will be putting out the complete 2017 HGC schedule in January which will allow organizers the visibility needed to run Heroes events.

Off-season - what are the plans in 2017 for an off-season where players / teams can recharge, make roster changes, take time off / holidays etc.

You never miss a sport more than during the off-season when there are no games going on and you get excited anticipating the start of a season.

Completely agree on the excitement an off-season brings. The official off-season of HGC is November(after BlizzCon) to late January.

This year, summer and fall, european championship were thursday and friday, do you change european schedule for 2017 to have competition for weekends?

HGC League play will target Friday, Saturday, and Sunday.

Do you have any more details on the Open Division? Like when will the games be played and where to catch them?

There will be an official Open Division announcement later this year with all the details you are looking for.

What rules will you have in places regarding region lock? Is it still the 6 month residency prior to competition?

Our region lock rule for players is that they must reside inside the region that they wish to play in for at least 6 months prior to the day they are going to compete.

Is there a possibilty that teams in less important regions be able to participate on the league if the other teams don't perform well? Eg: Burning rage being able to participate in the NA league

There is not. There is no way to do this fairly with region residency requirements.

Be great to see national teams playing each other in EU, e.g. a Euro championship with teams from wales, England, France etc, any chance of this happening?

We have no plans on doing this right now for Heroes. Our Overwatch team is doing just this at BlizzCon with their World Cup tournament and its awesome. Go Seagull and USA!!!

Do you think the Open Division will supplant things like Chair League and Heroes Lounge? Or is the target player pool really only teams with professional aspirations, and not just "anyone who wants to play in a league"?

I believe the Open Division will supplement these community tournaments, not take away from them.

What was the overall idea to reduce global events from 3 to 2 (with global events I mean western vs eastern aka how BlizzCon and the mid season brawl would be).

Until this Friday(AA vs Dig), the number 1 ranked teams in North America and Europe have never faced off against each other even though we've had three Global Championships. The Clashes are designed to promote regional rivalries and we believe the benefits of this outweighs losing one global event.

As someone that is involved in heroes in his own way. Will replays of these events be publicly available? If so are you still planning to use hotslogs or will you create your own database were we can download these?

We will be releasing the replays but the rate of release and location are still being worked out.

You talked about compensations for the open division, is there any more info you can share, is it like top 8 gets prize money and are there any plans to show these matches too?

We will be releasing a full Open Division announcement later this year.

What are you most excited to see resulting from all the changes to the format?

Personally, I love the roster locks and ideas of more team presence in the game. Having that confident figure to root for will be great!

I want to see some superstars. Leagues offer consistent play for competitors that really lets them test their skills against others. Very excited to look at the HGC over time and see who has improved statistically!

Also, there have been a couple of times this year where I've thought, "man is one team better than this other team?" With the HGC we'll finally know!

How exactly will the compensation for teams work in the Pro Divison and will the announced minimum 100k from January to November be split evenly between Phase 1 (until May) and Phase 2 (until November)? In other words, if a team drops out in May, will it have accumulated the minimum of 50K?

You are correct. Teams will earn at least $100,000 for their participation from January-November but if they get relegated via the Crucible in June they will receive $50,000 and the new team will earn the remaining $50,000.

Are league matches Bo3 or Bo5?

Best of 5.

Is there any talk about timing patches along side International events? Since there is no tournament server, teams will obviously be challenged mid season to adjust to the drastic meta shifts which i think is a good thing and the mark of a great team, but i think this year some patches could of been held until the day after some of the offline events. Given there is so much preparation involved leading up to these big events i believe it's healthy to allow teams to show off how they can master the game in that period of time. 

Side note- I'm referring to major patches only, hoping to avoid something similar to what League of Legends did when they killed the lane swap meta before Worlds. I don't think anyone did a terrible job, it seemed to be a rare occurrence and I'm happy with how 2016 went overall.

Completely understand where you are coming from on this. We have a solution in place for this and will talk about it more at a later time.

Will there be a soccer style league system in the future I.E the EPL. If you place top three in the lower league you get promoted. If you place bottom three you get demoted. I think this well help the amateur scene and help the competitive scene grow as well.

We are aiming to do something very similar to this! The Crucibles serve this purpose. The bottom two teams in the league and the two teams that place highest in the Open Division Playoffs will face off to see who gets to see who will play in the second phase of HGC.

(Source)

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I don't know about anyone else but I'm really excited to see all of the HGC 2017 changes implemented.  Very much looking forward to the future of competitive HotS.

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On 11/3/2016 at 4:11 PM, ghostdeini said:

I don't know about anyone else but I'm really excited to see all of the HGC 2017 changes implemented.  Very much looking forward to the future of competitive HotS.

Agreed. It may not be on the same level of LoL/DoTA yet, but I like HoTS as a game and I want to see it succeed!

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      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. 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 250. 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 of Demoralizing Shout and Parry are 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. 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. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. 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. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. 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 Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. 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. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. 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. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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 Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. 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
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. 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 250. 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 of Demoralizing Shout and Parry are 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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