Jump to content
FORUMS
Sign in to follow this  
Stan

Reddit Balance Q/A Summary: Mar 16

Recommended Posts

MRFPAL00DKKD1489513009368.jpg

A round-up of all questions answered by Blizzard in today's balance Q/A on reddit, related to the latest patch.

Uther's rework is coming soon and there are changes coming to Leoric too. The devs also shared more insight on Warriors. Below you can find all questions that received a blue answer.

Blizzard LogoBlizzard Entertainment (Source)

Was it a conscious decision to have Probius' Photon Cannon not prioritise Heroes?

It was a conscious design. While I cannot completely speak for the Hero designers, I talked it over with them once we started to get this feedback and this was the main reasoning:

We did not want Probius to be a huge lane bully where he could place his Photon Cannon far up and zone out an enemy hero completely due to them not being able to effectively trade against the cannon. We actually had a few play tests awhile back where the cannon was much stronger, and there was lots of feedback that it just feels really bad to play against when it is so powerful and there are few ways for many heroes to deal with it.

Probius is meant to be a more defensive hero in nature. Having the cannon auto-target minions first forces Probius to make a decision - either place the cannon forward and have it help clear waves, or place it behind your wave and use it purely defensively for hero dives.

We aren't completely immovable on this, and will re-evaluate going forward once we get more data on how Probius is performing over time.

I want to strongly agree that even if the cannon is placed defensively, it's just not threatening enough. It feels like any hero can just dive probius and be fine.

I think this could feel better with a buff to the non-damage parts of his w (increasing slow, or decreasing setup time) or just buffing the cannon's damage.

This is completely valid feedback, and I want to make the point that "the cannon is too weak and it's not saving me when heroes dive me" and "the cannon should target heroes" are completely different things that are often lumped together.

Often, particularly when a hero comes out with a below average win rate, we get the feedback that their kit is clunky and doesn't work, and that we need to completely redesign most aspects of the kit in order for them to be viable. A large part of our jobs is finding out whether or not an issue with a hero is due to the kit itself not working or if it's due to tuning. We go through this a lot when iterating on new heroes, so obviously we believe that their kit works at a base level when they are released.

Sometimes a kit doesn't mesh together for the long term, and we make changes to make it flow better. However, before completely changing how our heroes play, we are much more inclined to test whether or not a hero is losing due to being tuned too low first.

What do you think about current probius situation?

Many users are very disappointed and concerned about current Probius design and balance. It is said that Photon Canon(E) is useless and not powerful, and probius's viability is too weak.

Especially, many users and some pro players agreed that Pylon(D) should be charged.

There are a lot of thoughts!

1. Builder heroes have traditionally been very difficult to balance, and Probius was no exception. These kinds of heroes tend to be extremely overwhelming when they are too strong, and can ruin the experience in less coordinated play even when they are balanced correctly. Because of this, it's not too surprising that feelings are strong about this hero, especially since he's so darn cute!

2. I think the design of Probius is correct for many reasons. I'll give a quick list of some of those here:

2a. While we all would love for him to just summon a million Photon Cannons all day, it would be way too similar to Gazlowe who does a similar thing. It would also be hard to differentiate any future Builder heroes in the future if we put too much of their power pie into their turrets.

2b. Summoning so many buildings creates a lot of clutter in our game that causes other problems (minion pathing for one). We're much more cognizant now of how many Health bars and structures a Hero can create, and honestly looking back we likely would not have created as many heroes as we have that summon a bunch of stuff if we could do it all over again.

2c. Playing a builder hero is fun, i'll agree with that. However, the mastery over time is very limiting. For the first ten or even fifty games it's new and interesting, but over time there is little room for real growth or mastery of the hero. We wanted Probius to be about more than his cannons, and we think that this design which relies more on zoning in areas around his Pylons is more strategic than going all-in on cannons.

3. Probius is meant to be a hero that's not great to pick all the time. Since he's new, he's obviously going to be played in nearly every situation out there, which is going to artificially lower his win rate. When chosen on the correct maps and with the correct team compositions, it's possible that his win rate will increase as people get better at learning when and how he should be used.

4. I'm a little sad that he's come out a bit low on the win-rate side, at least via initial data, but i'm confident that we can get him to a place where he's more fun to play while still having a healthy amount of counter-play. We already have a few ideas on how to buff Probius if he needs it once more data comes in.

There are still some Talents that don’t fit well with the lore and concept of the character; Malfurion – who is clearly not a Terran - using Scouting Drone, Tyrande and Abathur using Calldown: MULE, and Malfurion and Nazeebo using Ice Block at Level 13 while ‘Frost Mage’ Jaina using it at Level 20 feel a bit awkward. I think putting a thematic twist or hero-specific flavor to these generic Talents would help fine-tuning balance and increasing the quality of the game – for example, Nazeebo’s Ice Block could have a bit more personal flavor considering Witch Doctor in Diablo III has Spirit Walk that also grants invulnerability. How do you feel about this idea?

Don't forget that this is the Nexus where anything can happen so it's not crazy to think that Malfurion has been hanging around Raynor and borrowed a few Scouting Drones. In all seriousness though, it is a pretty cool idea to theme some of these abilities more closely with their respective lore or origin. No promises, but I'll shop the idea around and see if it's something we want to explore since we would have to change the functionality of these in the process to make them truly fit their intended theme.

To be honest wouldn't this aid in the plan of removing all generic/neutral talents? I know that's been a philosophy for a while now, so why not try to expedite it to further that design philosophy.

It's all a matter of prioritizing what work needs to come in first. These abilities are functionally working so it's hard to put them before more critical balance needs but there are other implications sometimes as well that we would need to figure out. Let's say we swap Malfurion's Scouting Drone with a Wisp, how do we differentiate it from Lunara's Wisp or if we gave Nazeebo Spirit Walk, how do we make it different from Tassadar's Dimensional Shift? We would need the Art to stand out in some cases to avoid overlap but also keep things as unique as possible to each hero wherever possible.

Regardless, we tend to look at these generic talents when we do a broader rework of a Hero to decide if they should keep or change them so we will get through them eventually, just a matter of finding the time.

With some of the recent changes to Warriors (and the knock-on effect of that change affecting damage dealers) and the way that Supports have been designed for a while now, it seems like you want to move away from 'standard' or 'general' picks that are good in every situation.

Are you scared of the impact that this might have on drafts? Specifically the kind of situation where both teams just want to not lose the draft in the first phase (by leaving themselves open to be countered too hard by a late Tank, Support or Damage pick) and it will end up becoming a much more boring opening to the draft. That kind of situation also might stifle innovation and off-meta picks and compositions.

One of the main reasons we wanted to start making these kinds of changes is to encourage more strategic depth to drafting. We are still very happy with having 'general' picks in each archetype, but there should also be a penalty (statistically?) for being an all-around good choice (right now you could argue that that isn't the case, and we are working on that). Using the current situation of Warriors as an example:

  • Both ETC and Muradin bring 'premier' tanking core kits. In order to reach parity amongst all 'tank-like' Warriors we need to either start homogenizing them to be more akin to ETC or Muradin (which we are trying to avoid), or start sharpening their current strengths in order to give them a time and place to be drafted over the current 'meta' choices.

While our goal is not to make the opening of drafts more boring, we do realize there will likely be some fallout (and we will be keeping an eye on it). However, I fully believe that there are deeper levels of mind-games that can now be played - If a team opens with a first pick Anub'arak, are they opening themselves up to lose the draft to a couple Basic Attackers? Or are they baiting you into something else?

As with all of our changes, we are excited to see them in action and will respond accordingly :)

Is Johanna performing acceptably as "the wave clear tank" since it was made baseline with a nerfed version? Or has her niche been pushed more towards "the tank where the support doesn't need cleanse"?

With more and more counter-picks and niche heroes, which I'm a fan of, being implemented do we have an ETA on pick swapping in HL/UD?

Last, the biggie, the way QM works as the intro game mode has a serious effect on player's game knowledge of how to properly execute team fights, draft heroes, choose talents, pretty much everything. Coupled with essentially no in-game tutorials or even directions to educational content, this results in a consistently poor experience for people who, for example, watch pro play and start to see the strategic and tactical depth of HotS but have to play completely differently to win in HL/QM/UD. Are there are plans to implement a different game mode, educational direction, or even just a warning on the box so to speak that HotS is not really casual friendly and has a very steep learning curve? Especially given that it has 12 maps all of which have dozens of potential strategies.

I can speak to your first question regarding Johanna: I don't know if we see her as the premier "wave clear tank", as characters like Dehaka are more flexible at winning a solo lane and are played that way on Braxis for example. She does still bring great wave clear though in team rotations, especially on a map like TOTSQ.

For your Cleanse comment, thats interesting - I don't know if we've ever really thought of Johanna as the tank that doesn't need a support with Cleanse. I think it's certainly a fair point, but at the same time, having Cleanse couldn't hurt as Johanna can't pull herself out of a stun lock once it begins. Interesting point though!

More Feedback on Warriors

We wanted to give some insight into the recent armor changes to Warriors, what our design intentions are, and the direction we’re continuing to head.

First off, we want to assure everyone that our recent changes are not a shift in design direction, but an attempt to begin future-proofing the flexibility and diversity of our Hero pool. We have had soft-counters in the game for a while now, they have just been a bit more hidden – mainly in a Hero’s core kit and talent tree. For an example, Anub’arak’s diving potential coupled with multiple lockdown options has always made him a great pick against pesky backline Heroes. The addition of passive Spell Armor to Anub’arak is intended to further amplify this role and direct him towards Mages specifically.

Adding base Armor to a few Warriors is our initial push to both hone and broadcast the strengths of a few of our Heroes. While it is true that we are sharpening some of their roles, it is far from our intention to design the game into a spot that it becomes ‘Rock-Paper-Scissors’. Games should not begin and end at the draft screen.

That said, the forums are ablaze with discussion and it’s obvious that everyone has a lot of questions about our underlying goals, so here goes:

  • This philosophy can be applied to any archetype, but let’s look at Warriors specifically for this example. If every Warrior is always good in every situation, players will naturally gravitate towards the ones with the best win rates. Before long, we reach a point where a couple are deemed the best, and the others fall to the wayside until changes are made. This naturally leads to us rebalancing them in order to reach parity. After the dust settles, the power may shift to some new Heroes, or stay as it was – rinse and repeat. This is a very typical cycle of balance which is healthy for shaking up the meta, but never truly solves long-term diversity issues.

  • By strengthening certain aspects of Heroes, or granting them bonus effectiveness vs. certain compositions, our end-goal is to allow for situations to arise where a Hero that is generally most effective is not always the most optimal choice. This allows for niche picks to shine, interesting team synergies to develop, and most importantly – a wider range of viable and competitive Hero choices.

  • This train of thought has not been limited strictly to just our live game. Our entire design staff are actively working towards this goal. Whether we are developing a new Hero or looking to rework an older one, we discuss at great lengths the reasons why you’d want to pick them over similar Heroes. Our Hero roster is expanding very rapidly and we are doing our best to make sure that each of them have a place in the Nexus.

At the end of the day, we are all in agreeance that permanent hard-counters are not healthy for the game and prefer to lock the more egregious ones behind mechanically driven methods more so than passive ones. We never want a game’s outcome to be decided before it begins, but we also feel it’s okay for a team to gain certain advantages through a well-thought-out draft.

Have you all ever thought of changing damage types of abilities to physical damage for some abilities? For example Valla does magic damage with all abilities but honestly Hungering Arrow, Multi-shot, and Strafe should all do Physical damage. Under the same idea, perhaps Jaina's AA's should do magic damage.

Yes we have considered that. There are a massive amount of ramifications about going down that rabbit hole though. I am not saying we won't do it in the future, but it has a much larger range of impact than one would suspect.

If Hero 1 is normally a B against everything, but Hero 2 is an A against auto attackers and C against Mages. Against a mage comp you should take Hero A. How is this not having the game revolve around the draft?

As stated in the original post, we are okay with slight draft advantages if a team can leverage them. For example - if the enemy team picks up Gul'dan and Kael'thas early in the draft, we are happy conceding an advantageous position for an Anub'arak pick over a more general Warrior such as ETC or Muradin.

However, in this scenario (and in our data so far) the advantage of going Anub'arak should be small and does not mean that the double mage composition becomes an auto-loss. If the advantages in these scenarios ever swing into uncomfortable levels, we will react swiftly.

I could be wrong, but I thought it was stated in one of your dev comments that you wanted to lessen the double warrior meta. With tanks such as ETC and Muradin (maybe even Varian to an extent) on the table, are you worried those general tanks will be highly contested up top and then a second warrior just added later as a comp counter leading to even more of a 2 warrior meta? This is also currently a bit rough in anything but customs as there is no hero swapping in HL or TL and picking anything but a generic warrior early on (depending on what the player can play) could lead to a fair disadvantage.

We talk about this amongst ourselves constantly. In a perfect world you would not have to counter a heavy front-line with one of your own. We would prefer to give our player base the arsenal to counter certain meta line-ups on their own - They brought two tanks, lets counter with a poke + disengage team. While our Warriors are currently the hot topic, we are looking to make adjustments to all of our Hero archetypes in order to support this.

I have no problems with you wanting to do the things you're doing to warriors I just think it should be done through talents or ability design instead of just tacked on numbers. I also am concerned about it making warriors more niche when we already have a low warrior pool, so ya know like release more warriors :D

We do not disagree with you about wanting most counters behind mechanics or talent choices. We look at the base Armor on these Warriors as 'bonuses' to bringing them in certain circumstances, not just tacked on numbers.

We have some more Warriors lined up and ready to enter the Nexus :)

I'm not sure this is exactly a balance question, but the recent updates to hero descriptions show a new system for classifying heroes: Tank, Bruiser, Mage, Assassin, Healer, Support, Summoner, and a few that don't fit any and are just called Hero.

Will the Warrior, Assassin, Support, Specialist system go away or be replaced anytime soon?

Its only function seems to be quests, now that QM rules don't even follow it anymore. The new descriptions show that even Blizzard knows the problem with the old system: Medivh and Tassadar being in different categories (after Tass rework); Sonya and Thrall being in different categories; Naz, Sylv, and Hammer not being in the same category as every other ranged damage dealer.

This is something we've discussed internally and externally for some time now. We do want to rework the Warrior/Assassin/Support/Specialist naming at some point. These categories serve a few purposes, for quests as you mention, but also to give players a really quick indication of what a hero can and cannot do. In this regard, I think these 4 categories are failing a bit since theres a huge difference between a Lt. Morales Support and a Tassadar Support.

Sorry, I don't have a concrete answer on when this will change or what the exact change will be.

Tyrael currently has to be one of the characters with the least impact/interesting talent choices at pretty much every tier. With the removal of imposing will, his 13 talent tier is now one of the weakest in the game and all 3 choices have minimal impact and very little in terms of changing Tyrael or his playstyle in anyway. Are there any plans for a complete talent overhaul as currently Tyrael has so many trap talents such as follow through, or can we expect nothing for an Angel yet again after another round of nerfs on him.

We felt removing Imposing Will was the correct design choice for Tyrael's future role in the Nexus. We currently aren't looking for a full rework on him, but we are constantly looking at how to make player talent choices more impactful, and Tyrael's Tier 5 is no exception.

When your team feels like a hero needs to be buffed to be in a good spot--not nerfs, because those situations tend to stand out, but when they're falling behind--what is the exact system of metrics you use to determine when to hit them? I know win rate and pick rate are common among us armchair enthusiasts, but is there anything more in depth you guys use when you look at a suffering champion to finally decide when to adjust them?

Win rate and pick rate are definitely metrics we look at. I'll give a little more details on those and then add a couple other things:

Win Rates: We look at win rate across the board, in ladder play, different MMR brackets, pro play, etc. Often times we will find conflicting data which makes our decision more challenging: Take Tassadar as an example - this is a character who for a long time could have used a buff in ladder, but a nerf in esports.

Pick Rates: For pick rate we're looking at overall play rate, draft rate, ban rate, when a character is picked in a draft (early vs. late), esports play rate, map specific pick rates, etc.

Some other things we consider:

Talent Health: Talent diversity, how many talent builds are viable, is there a single talent propping this character up, etc.

Incoming Reworks & Design Changes: As an example here, if Rehgar is weak, but we know Malfurion is getting a major rework, we might wait to see how the Malfurion stuff pans out before working on Rehgar.

Community Perception: Feedback from you guys!

How do you decide what hero should be reworked next? Is it based on the hero’s popularity among the players? Pro players? Something else?

I'm going to copy/paste an answer I gave to this question in a previous AMA, and elaborate a bit on the response:

Choosing which heroes we're going to rework isn't an exact science, however some of the things we look for are:

1. How healthy is their talent diversity? (Ex. Zagara pre-rework had really bad talent diversity)

2. Is there anything about their kit/talents that feels bad as the user to play with? (Ex. It felt bad as the Butcher losing all of his Meat stacks every time he dies)

3. Is there anything that feels too oppressive when playing against them? (Ex. Kael'thas with the original Ignite talent)

4. Is the hero too similar to others and we need to create a niche for them? (Ex. When to pick Tychus vs. Valla before his rework)

These are generally the things that we look for when decidin to rework a hero. In addition, I would say that if a hero just has an outdated talent tree or kit, we are more likely to take a look at them to see if they need a rework.

Also to answer your question about popularity, it's not really something that we take into consideration when reworking a hero, as they can often be unhealthily popular due to win/loss rates. For example, right now I could easily make a hero very popular for the wrong reasons by tripling their damage and health.

Our attitude is that we are much more concerned about fixing and improving the design of our game, and that the popularity of heroes gets better in a healthier way as their designs improve.

Are you guys able to give us an update or an ETA on when the Uther changes will be arriving? It's been waaaay too long since Justice got it's retribution fix...it demands it NOW!

Good news, Uther is actually being worked on as we speak so be on the lookout for an update coming sooner rather than later.

As far as questions go, this isn't really an important one, but I'm really curious as to why Arthas' Army of the Dead Heroic was buffed. It seemed to already be the go-to pick as well as being very strong, while Summon Sindragosa was also seeing play in certain situations.

I understand the confusion, as there are often a lot of smaller changes like this that can look out of place at first. I can promise you we always have a train of logic behind them, even if it ends up not being correct. I'm going to use data based on 1+ MMR players in Hero League who have Arthas above Level 8 as my example to give you the context that these players should know what they're doing, though the larger data pool supports the same conclusions. Here was the thinking:

1. Pre-rework, Army of the Dead was both the losing Heroic, as well as the lesser picked one. It was picked 38% of the time compared to 62% for Summon Sindragosa, and it was winning 49% of the time compared to 52% for Sindy. They're not incredibly far off here, so we could leave well enough alone.

2. In the rework we removed damage off of Arthas in favor of survivability. This could potentially mean that Army of the Dead is even less needed on Arthas, as now he can tank damage even better than before, making Summon Sindragosa possibly even stronger as it gives him tower shutoff capability as well as the ability to engage on the enemy team, which is something he's normally not very good at.

3. We also had feedback that Army of the Dead can just feel bad to use due to how easily the Ghouls die to incidental AoE damage. Arthas also often uses his Army purely to consume his Ghouls for Health. We wanted to buff up the Health and damage a little so that there's a little more of "I want to keep my Ghouls alive so they can kill my enemies" instead of "I don't care about these dumb things... gimme dat HEALTH!"

4. The buffs to Army of the Dead were fairly minor. We weren't looking to drastically upset the balance of these heroics, but more to "catch up" Army of the Dead compared to what we saw the future appeal of Summon Sindragosa to be post rework.

We could be wrong in this line of thinking, as it could just turn into "well i'm a tank and Army lets me tank better so i'll just pick that!", but here's to hoping that doesn't happen!

Is there any hope that we could get self-casting of Ancestral/cleanse back?

I understand the fear of turning them into duelists, but aggressive Supports could really use some help being aggressive.

We like the limitation of those abilities and feel that it offers some counter-play to the enemy team (stun the guy with Cleanse). We aren't currently looking at changing those back. In terms of aggressiveness: Rehgar is definitely themed to be an aggressive support, so if that's not currently working out, I think we could target changes to other aspects of his kit (such as Lightning Shield, Totem, or Feral Lunge).

I don’t quite understand the recent Tyrael changes on PTR; As I feel Tyrael was in a good state in terms of balance before the patch except Imposing Will, I’d like to know what was your reasoning for removing not only Imposing Will but also Amplified Healing and Hardened Shield. Even though Angelic Absorption heal amount has been increased, the Talent will not help Tyrael much as the healing amount still feel lackluster and it lost its synergy with Amplified Healing. I also was a bit disappointed that there were no changes on Judgment - which could use some buffs – while it has become much harder to effectively use Sanctification due to the nerfs on some tank Talents.

We often have to make difficult decisions when it comes to changing popular talents in the name of making the game healthier overall. This was one of those choices that we think will be better for the longer term health of the game, even if it's not the popular one to make. Here was our line of thought on Imposing Will:

1. Imposing Will is a hugely popular talent, particularly at Pro play. However, we do not feel that the talent is particularly well designed, as it was offering a large amount of power with very little counter-play for the enemy. It was fairly easy to proc as Tyrael got to choose when to activate Righteousness, and it would instantly and heavily punish anyone who happened to be hitting him at the time, even with abilities like DoT effects.

2. It was unclear when opposing players made the mistake of hitting Tyrael when Imposing Will was active. It felt like a very random, very severe slow effect that seemingly came from nowhere.

3. We tried some variations of Imposing Will that embraced a more of an anti-caster function, but did not find anything that was a big enough win to put into the game at the time.

We largely removed Amplified Healing from Johanna and Tyrael due to its inherent synergy with their baseline Armor. They both now get more effective healing, and this was effectively adding stacks on stacks for them.

We replaced Hardened Shield with a spell-specific version to further embrace his anti-caster role.

We did buff Judgment!

Judgment (R) Damage increased from 100 to 150 Splash Damage increased from 50 to 75

As a final note, I wanted to make it clear that we have no intentions of causing Tyrael to fall off in our game, and that while we believe he will be OK with the changes we have made, we are prepared to make more changes to ensure that he remains viable.

With the recent clamping changes. Has there been a discussion about how the changes break shift-queuing of abilities? Is there a chance of this becoming a per-talent option, instead of an absolute?

Tyrael, for example, is no longer able to have a Q queued(see what I did there?) to fire as soon as he moves within range, as he was able to previously. In the current patch, he will move to his destination completely, then fire his Q in the direction of where Q was targeted.

Hmm, that does sound odd, maybe working as intended with the new system though. I'll bring it up with engineering and tech gurus to see if that is the expected behavior or if we can make this better.

Thanks for the callout.

Are you still going to change the balance of healing output(i hope so) or you reevaluated it? Are Supports, going to be less reliant on healing and more on, at the moment, secondary parts of their kits? Or supports are still going to be considered mainly healers?

For the most part, we like that healing feels incredibly powerful in Heroes of the Storm, and that these characters are a critical part of the team. We don't really have any sweeping plans to gut healing or anything along those lines. However, as we do updates to our healers/supports, we are looking for areas to enhance outside of purely healing, partially to keep all these characters unique from each other.

Any Comments regarding Sylvanas's tier 1 and tier 7 talents?

These two tiers are intended to improve her PvE capabilities in the direction you choose. Looking at stats specifically, tier 1 looks pretty good pick & win rate wise, but we can make some tuning changes to help 7 out. Specifically, Possession and Unstable Poison could use some buffs. Will look into this.

Are we going to see some reworks/buffs to Lili?

She is not high on our list, but we are looking at some updates to some other supports, including: Tyrande, Uther, and Lt. Morales.

One of my favorite heroes for the longest time was The Butcher. But he really only works in comps that support him (Tassadar), though even then he is a less than optimal pick. His entire combo of charging in and auto attacking an enemy down is too easily countered by stuns, polymorphs and blinds. Are there any plans to help his surviveability a bit?

In terms of win-rate, Butcher is actually sitting very high, so he doesn't currently warrant any buffs. Yes, Butcher is a little one-dimensional, but I think we're okay with that and like the way his rework feels and plays.

Is there any change we'll get to have a hero that is more trap based? Land mines, trip wires, and sneaky things like that? I always thought having someone pretrapping objective areas would be really neat!

Sounds like a fun hero idea - we do have some of these in isolate with Sgt. Hammer mines, Chromie Traps. I'll pass it along to the team.

Will Tychus ever get any changes to his sustain. That's the stuff is not too viable and it was a huge part of Tychus.

It's possible - level 13 on Tychus was designed to be a tier that offered some survivability for Tychus (or range in the case of his Q talent, which keeps you safer). That's the Stuff! was never intended to be a build-around talent that allowed Tychus to brawl toe to toe with other characters by out-healing their damage.

I think if we see Tychus fall off, while we could buff up this talent again, we'd probably prefer to address Tychus overall.

Do you have any plans to rework such heroes as Medivh, Abathur and the Lost Vikings? They are not very popular in Hero League and considered to be «situational» heroes.

We very recently made a few number changes to Abathur that we hope will bring him to a better place. For Medivh and The Lost Vikings, I think we're ok with them not showing up very often as they are meant to be hard to play and somewhat situational. Medivh has actually risen in popularity in the last couple of months in both competitive and Hero League and Vikings can still cause havoc on certain maps like Garden of Terror or Warhead Junction. I will say thought that we do have some quality of life changes for both in mind that may see the light of day somewhere down the line.

Are there any plans to look at Alarak?

Yes! We are working on an Alarak update that will be coming soon (tm). The main focus of this update is improving his talent diversity.

... Just to confirm soon (tm) is not actually in the next month :(

This is driving me nuts Blizz, Bronze Tiger Kharazim's VERY awkward grip on his fist weapons, it was not like this when he was released. Claws need to face out not in.

http://imgur.com/a/Us5RM

We also noticed that Bronze Tiger Kharazim forgot what gloves are and how to punch with them. We will schedule some training to remind him how to correctly use them.

Currently The Lost Vikings have a very niche role on only a few maps whereas other heroes tend to be picked on most maps or even all of them simply because the map doesnt effect their ability to achieve a certain level of effectiveness. What do you have in plan for heroes that are very map dependant, such as Vikings?

Will there be more ways for players enjoy unit micro? The Lost Vikings isnt the only hero with multiple units but other heroes who can usually dont pick the option as it feels quite inferior to the other (Jaina, Kerrigan)

We are okay with some heroes having very strong map dependencies, Lost Vikings is a great example of one of these characters. We would like to potentially rework TLV's talents at some point though - we've discussed maybe adding a talent build that encourages them to stick together and focus on hero micro in a single lane, as opposed to the more common lane soak/macro playstyle currently seen.

For pet abilities on characters like Jaina and Kerrigan, we've purposely kept these abilities pretty straightforward with little control. Overall, I think we're mostly happy with the design of these, but for the ones that are rarely picked we may look for ways to make them more powerful or offer more micro options for the hero.

Any specific reason why Varian's damage taken isn't being tracked when he picks a shield?I really like seeing how much I tanked for and comparing that to my deaths if I'm being too much in enemies' faces, not enough or if I don't have many deaths and a lot of damage taken, then I know I'm doing a good job at soaking damage for teammates. Other than that, love your game Heroes of the Storm team, keep up the great work.

This is actually on the list to get on the TAB screen. I can't remember off the top of my head when this is going to go out to you guys but it's definitely something we want there.

Any ETA of Leoric rework?

In the nearish future (next few months) we're looking at some tuning adjustments and will experiment with some of the suggestions we've seen from you guys!

In terms of a full rework - Leoric is not currently on our schedule for a major overhaul. We like his role in the game, but do acknowledge his talent tree could use some love.

Share this post


Link to post
Share on other sites

The question about the lore-themed skill-talents is very interesting. Malfurion could have something similar to Kharazim's Mystic Ally; maybe a Treant (or even a Wild Mushroom) that serves as a Scout Drone and periodically pulses heals or something.

Or Nazeebo could easily have a "Spirit Walk without the walk" instead of Ice Block; having him just phase out of his body while standing still. Or, if the idea is to make him stand out more, why not have him cover himself with a bunch of zombies?

For Tyrande's Calldown: MULE, she could summon some kind of avatar of Elune or something that repairs the structures.

Blizzard is very creative with their stuff, I'm surprised they haven't tampered with this yet.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Blizzard today released a new Heroes of the Storm patch 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 Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

×
×
  • Create New...