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On "Assassins of the Storm"

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Samuro, Varian, Ragnaros, Zul'jin and now Valeera. That's five assassins from the Warcraft universe that were added to the game one after another. The community wasn't very pleased with how the Warcraft heroes have been preferred lately and Game Designer Centaurik wrote a long post explaining their hero choices, admitting that they overdid it with assassins, promising more Hero diversity in 2017.

TL;DR

  • Expect more hero diversity introduced in 2017. There will definitely be more support heroes.
  • The team has a fixed hero release schedule that allows to bring in a new hero every three or four weeks, but at the same time there's little room for reshuffling, as the hero development process starts 9 to 12 months before release.
  • Samuro was considered one of the first heroes to be added to the game and after two years he got released.
  • Varian was considered to be a Gladiator archetype, which was then renamed to Multi-Class.
  • Ragnaros was a Specialist (Core-Replacement hero) first, designed to influence the battlefield from afar, but was redesigned to what we see today.
  • Zul'jin was added, because a Sustained Range Attacker was not added to the game for quite some time.
  • Even though the latest hero releases are all assassins, they offer a very different experience, e.g. Valeera is very different from existing assassins and you'll need to figure out how to effectively use her combo mechanics and strike foes from the shadows.

Blizzard LogoCentaurik

We’ve seen a lot of discussions about our recent hero releases in the community lately, and we agree that we definitely overdid it a little bit with the Warcraft assassins over the past few months. I wanted to step into this thread to say thank you for sharing your feedback on this with us, and to hopefully give you a little more context into how we wound up with what’s happened.

Something that’s important to consider is that our development process for each hero starts nine months to a full year ahead of their planned release dates. After a certain point in the pipeline it becomes very difficult to shuffle heroes around without slipping on our goal of putting a new hero into your hands every three to four weeks. By the time we took a step back and said “You know, we sure have released a lot of assassins lately…” we were well past the point where we could change things up. :-(

First up was Samuro, whom this team has been wanting to do for over 2 years, and we were finally in a place we could ship him. Awesome! Next up we had Varian. He was what we had labeled a “Gladiator” archetype, which would later be renamed to Multi-Class (as we felt it was more true to what it meant).

Next up was Ragnaros. Originally, we had pitched him as a Core-Replacement Hero, who would influence the battlefield from afar. Something we had penciled in as a Specialist. About 2 months into development, however, we moved away from that design to the Ragnaros you know today. We considered leaving him a Specialist, but thought his role as a Bruiser would be more accurately reflected as Assassin, a la Thrall.

A while after we were into Rag and Varian design, we realized that Zul’jin would make an excellent addition, as we hadn’t added a Sustained Ranged Attacker to the game in quite some time. However, we realized we now had 4 Warcraft Heroes in a row. We decided to stick with it, due to what kind of flexibility we had (or really, didn’t have) in maneuvering the schedule. 

About 3 months after we had started work on the next set of Heroes to follow Zul’jin, we had to shuffle up Valeera to follow Zul’jin first, due the needs of the team as a whole. At the time, we didn’t pause to consider the ramifications of what it would mean as a player experience, in terms of getting a diverse roster of Heroes in regards to our Archetype definitions and our Universes. 

At the time, we were looking at the Heroes, and from a very Game Designer view, we saw this:
  • Stealthed 3-Card-Monté assassin
  • Multi-Class Hero: Warrior, Bruiser, Dive Assassin
  • Bruiser with Heavy Map Implications
  • Sustained Ranged Attacker
  • Enemy Carry Disabler


Now, while to us that’s 5 very different experiences (and in fact a new role in the form of a Hero that focuses on Disabling a team’s primary damage), in the current Heroes Archetype listing, that’s 5 Heroes that can be called “Assassin”. 

We realize that unleashing so many Warcraft assassins back to back wasn’t the best decision in terms of hero diversity, and isn’t quite as exciting for those of you who don’t necessarily enjoy assassins as much as the other roles. 

However, once you’ve had the chance to try out Valeera, we’re confident you’ll find her playstyle is pretty different from our other assassins. Internally, we’ve had a blast striking from the shadows and figuring out all of the various ways to use her combo mechanics effectively, and we hope that you’ll find her just as fun to play as we do. 

We know there are also some of you who have concerns about another stealth hero joining the Nexus so soon after Samuro’s release. Valeera has undergone many rounds of playtesting and iteration, and one of our primary focuses was on not only how much fun it is to play as her, but how it feels to play against her as well. We think we’ve reached a nice middle ground, and we’d love to hear your thoughts after you’ve played a few games with and against the rogue.

Now that Valeera is out in the wild, we think you’re going to be pretty happy with the rest of the heroes we have planned for 2017. The feedback you, the community, has provided us has greatly influenced our planning. You can definitely expect more diversity in terms of both role and universe compared to 2016. I would hope that in January of 2018, we’ll be able to look back and see a much wider offering of Heroes (including, yes, Supports!). 

We can’t wait to show you what we have in store! Thank you so much for continuing to provide feedback! We’ll see you in the Nexus!

(Source)

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I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

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  On 1/17/2017 at 10:34 PM, Laragon said:

I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

Expand  

I agree. I've got no issues even with 10 Warcraft assassins in a row when they are diverse. Warcraft is their biggest universe, so it's understandable that the game contains the most Heroes from WoW; on the other hand, I think it needs more healers.

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  On 1/17/2017 at 10:34 PM, Laragon said:

I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

Expand  

I love the Tassadar rework, however there is still one little problem that will still plague him forever: he is not Medivh.

Anyway, I can't wait to see more Support/Healers added into the game. We seriously need more.

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  On 1/17/2017 at 10:37 PM, Stan said:

I agree. I've got no issues even with 10 Warcraft assassins in a row when they are diverse. Warcraft is their biggest universe, so it's understandable that the game contains the most Heroes from WoW; on the other hand, I think it needs more healers.

Expand  

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

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  On 1/17/2017 at 10:59 PM, Dejo93 said:

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

Expand  

Uther needs a MAJOR rework, which Blizz actually stated he will have to fit the fantasy of a tanky support.

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  On 1/17/2017 at 11:02 PM, Valhalen said:

Uther needs a MAJOR rework, which Blizz actually stated he will have to fit the fantasy of a tanky support.

Expand  

He seriously needs it. The delay he has is really shutting his potential down. As for future supports, I'd like some1 like Lion or Shadow Shaman and even CM from Dota in the future. I know the healing mechanic isn't the same on them all, but some innovation is needed

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  On 1/17/2017 at 11:05 PM, Dejo93 said:

He seriously needs it. The delay he has is really shutting his potential down. As for future supports, I'd like some1 like Lion or Shadow Shaman and even CM from Dota in the future. I know the healing mechanic isn't the same on them all, but some innovation is needed

Expand  

If anything we need a true Priest in the form of Velen or Anduin.

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  On 1/17/2017 at 10:57 PM, Valhalen said:

I love the Tassadar rework, however there is still one little problem that will still plague him forever: he is not Medivh.

Anyway, I can't wait to see more Support/Healers added into the game. We seriously need more.

Expand  

Personally, I HATE playing as Medivh and love playing as Tassadar. But until he can completely nullify most single target ultimates... I get it. I just don't like it.

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  On 1/17/2017 at 11:26 PM, Laragon said:

Personally, I HATE playing as Medivh and love playing as Tassadar. But until he can completely nullify most single target ultimates... I get it. I just don't like it.

Expand  

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

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  On 1/17/2017 at 11:33 PM, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

Expand  

On paper you are right, but we dont see Medivh in competitive play because Tassadar can give you shield for eternity, and Medivh just for 1,5 seconds. I like both, they are full of utility and good design characters, but it´s a shame that Medivh dont have some love because he doesn´t have heal. Just look for Auriel, if she doesn´t have heal in her kit, she probably will be in the same place of Medivh. Also i´m looking for Anduin or Velen too.

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  On 1/17/2017 at 11:33 PM, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

Expand  

Wave clear, check. Objective traveling, check. Escape ability, (not as good) check... STOP CRUSHING MY DREAMS.

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  On 1/18/2017 at 1:53 AM, Iginis7 said:

On paper you are right, but we dont see Medivh in competitive play because Tassadar can give you shield for eternity, and Medivh just for 1,5 seconds. I like both, they are full of utility and good design characters, but it´s a shame that Medivh dont have some love because he doesn´t have heal. Just look for Auriel, if she doesn´t have heal in her kit, she probably will be in the same place of Medivh. Also i´m looking for Anduin or Velen too.

Expand  

The main difference is that Medivh doesn't even Shield, he makes you Invulnerable. And that thing has a pretty low CD. Honestly I think Medivh is one of the best characters in the game due how much he brings to the table. He fits into any composition and can partake into any objective.

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  On 1/17/2017 at 9:42 PM, Stan said:
  • Stealthed 3-Card-Monté assassin
  • Multi-Class Hero: Warrior, Bruiser, Dive Assassin
  • Bruiser with Heavy Map Implications
  • Sustained Ranged Attacker
  • Enemy Carry Disabler
Expand  

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

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  On 1/18/2017 at 9:54 AM, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

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I believe that may have been Samuro but I could be wrong

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  On 1/18/2017 at 9:54 AM, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

Expand  

I think that 3-Card-Monte assassin is Samuro because 3-Card-Monte is a card trick where you point a correct card to win. Enemy Carry Disabler is Valeera with her stealth kit. :)

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  On 1/18/2017 at 9:54 AM, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

Expand  

Ethme is right. Carry disable is Valeera with silence/stun and ability to burst down some heroes like *probably* Li-Ming, Kael, Chromie, Jaina...
Imagine how much of a disable/ganker Zeratul or Nova could be if they could silence or stun you rather than just slow. It's dangerous to be alone as some heroes again. Positioning has to be much more conservative.

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  On 1/18/2017 at 11:33 AM, ethme said:

I think that 3-Card-Monte assassin is Samuro because 3-Card-Monte is a card trick where you point a correct card to win. Enemy Carry Disabler is Valeera with her stealth kit. :)

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Thank you for clarifying this for people :D They wrote in chronologic order so it would be weird to put Valeera on top, with some wird name. But apparently valeera will be excelent at killing the backline! I guess they wanted more diversity instead of 'just' a Zeratul. Let's hope it doesn't feel the same.

  On 1/17/2017 at 10:59 PM, Dejo93 said:

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

Expand  

Lovely! Axolotl was right all along so I'm putting my money on this forecast. Firebat is a bit disappointing with so many viable choices in the SCII scene. Why bring all these Terran nobody-units out while you can pick some actual characters?

Malthael on the other hand.. NICE. Assassin? Cloaked? Hero kills lower death timer Trait?

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  On 1/18/2017 at 2:26 PM, Skyewalker said:

Thank you for clarifying this for people :D They wrote in chronologic order so it would be weird to put Valeera on top, with some wird name. But apparently valeera will be excelent at killing the backline! I guess they wanted more diversity instead of 'just' a Zeratul. Let's hope it doesn't feel the same.

Lovely! Axolotl was right all along so I'm putting my money on this forecast. Firebat is a bit disappointing with so many viable choices in the SCII scene. Why bring all these Terran nobody-units out while you can pick some actual characters?

Malthael on the other hand.. NICE. Assassin? Cloaked? Hero kills lower death timer Trait?

Expand  

Nope Specialist. Member those cancerous adds in the boss fight? Now you can summon them and spread their cancer in the Nexus :D 

 

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Ok, everybody will deslike, but i hope to see Malthael or kel'thuzad as support. It will be cool to see a dark hero support XD

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Nice to see a little reasoning from them. To me personally, I wasn't THAT annoyed, as there will often be more damage dealers on your team than Supports, Warriors and Specialists, so it stands to reason that they will add more Assassins than all of the other roles. One of those heroes, Varian, technically counted as two types, as for the sake of simplicity, Varian is referred to as either a warrior or an assassin depending on his build, rather than a multiclass. 

The bit about Ragnaros also explains a great deal why he has a lot of Specialist elements too. 

However, having a bunch of assassins from the same universe sort of sucked out the excitement and hype for new heroes. I'm not exactly fond of another stealthy assassin so soon after Samuro, especially one that throws stuns and an entire arsenal of jukes in there, and I am also unsure why they feel the need to flesh out the roster of Assassins more when there is such big gaps between leading Support and Warrior meta picks and the less picked options. 

Besides that, it's the 20th Anniversary of Diablo! The HotS in game event was over before the events in other games had even run halfway, and while we had a substantial event last year, a d3 Diablo skin and another hero from the 'verse are highly requested. 

I've read good and bad things about the Tassadar and Rexxar reworks, I'll have to try both of them, but I am already dubious about a 40 regen globe quest for shields to get the maximum value, as well as still not having vector targetting for Force Wall. 

Edited by Plergoth
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Yeah the wow universe has been drawn on a lot, it's tiring, but my main problem is the amount of assassins coming out. Would like to see diversity in roles as well.

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  On 1/17/2017 at 11:33 PM, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

Expand  

You have to be joking when you said this. Taz can shield all 5 players for long periods of time. You have the E from Taz that make him pretty much impossible to kill and not only that his AOE dmg is way better than Meditvh, that's without mentioning the rework because I haven't play him yet. Taz is way way WAY better than Meditvh in every single aspect. 

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  On 1/18/2017 at 6:16 PM, Klovzz said:

You have to be joking when you said this. Taz can shield all 5 players for long periods of time. You have the E from Taz that make him pretty much impossible to kill and not only that his AOE dmg is way better than Meditvh, that's without mentioning the rework because I haven't play him yet. Taz is way way WAY better than Meditvh in every single aspect. 

Expand  

Medivh can also make shield (with invulnerability) the entire party as well, every 5 seconds. His Arcane Rift is harder to hit, but it does provide a much larger AoE damage due the reduction in CD if it hits enemy Heroes. Even with the rework, I doubt Tassadar will perform as good. He will, however, provide a huge pool of utility, more than before.

Edited by Valhalen
Godamn this autocorrect

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Axolotl hasn't posted for some time, the guy who wrote about the Malthael kit was an imposter.

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      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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