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Senior Game Designer on Hero Fantasy

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Garrosh is hitting PTR later today and players have started to discuss how his kit doesn't fit into his fantasy. Senior Designer Matt Cooper has made a post on the official forums about Hero fantasy and kits and how the team doesn't consider Garrosh's fantasy as flawed.

The main issue discussed about Garrosh's fantasy is that in Heroes of the Storm he's a tank, whereas in World of Warcraft he was portrayed as an aggressive Arms / Fury Warrior, but it's too early for assumptions. We haven't tried out the Hero yet! The male Barbarian was considered as a skin option for Sonya at some point, but Blizzard later decided that wasn't the direction they wanted to pursue, but that doesn't mean that we will never see a male D3 barbarian in Heroes of the Storm.

Other discussed subjects are the Malthael & Probius fantasy, where Matt goes into detail regarding the decision-making process of their kits.

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I'd like to think this goes without saying, but I'll say it anyway just in case: when designing heroes we care very much about hitting their fantasy.

One reason a hero might deviate from what you expect them to do is the translation process into our game. We have to make the gameplay good first and foremost, and for one reason or another there will inevitably be something we can't include. 

As an example, during Malthael's development several people on the team expressed a desire to see moves from his D3 boss fight that didn't make it in. We see this a lot with boss fights, and the issue is usually that Boss abilities are specifically designed to be avoidable, so they tend not to fit into a PvP game. In Heroes I want my moves to be fairly reliable, at least enough that I can predict how my target will move and have a good chance of hitting them. And yes sometimes we can adapt these abilities to feel good in our game, but not always (ex: because they'd lose too much of what makes them cool, or would be identical to another ability in the game).

There are also issues like visual clarity to consider. When you have 10 heroes on the screen all using Heroic abilities, it's problematic to have one ability that floods the battlefield and requires all of your focus to deal with (as you would in a boss fight). We're also trying to be more careful about how many units a hero can summon, because while it's cool from a fantasy-perspective a swarm of HP bars on the screen can quickly destroy battlefield readability.

Finally and perhaps the biggest challenge we face (at least in terms of the passionate opinions about fantasy we see here) is that everyone has their own idea of what a hero's fantasy actually is. If I asked 100 of you to send me a design for Garrosh, I'd get 100 different responses, all with good reasons for why you feel he should be that way. We have our own vision that we come to after a lot of discussion within the team, and it's almost guaranteed that there will be people who disagree with it. The more iconic and memorable the hero, and the more different forms they can appear in throughout our games, the greater the chance this will happen.

One of the first things we have to figure out when we decide to make a hero is "which version are we doing?". Is Kael'thas the Warcraft 3 version? The Tempest Keep version? The Magister's Terrace version? Does he draw inspiration from all of them? Likewise with Garrosh, who appeared across 5 different WoW expansions, we talked about which version to draw primary inspiration from and which elements of others we might want to include. The result you see is what we felt like was the best version of Garrosh for our game.

You may not always agree with us when it comes to hero fantasy, and that's totally fair, but know that it's very important to us to do a hero's fantasy justice to the greatest extent that we're able within the framework of our game.

The D3 male barbarian was even in a lot of the early promotional stuff for HotS, including the main website for a really long time.

As far as I can recall Sonya has always been female, even in early development around the time Heart of the Swarm launched. We talked about the possibility of doing a gender-swap skin (affectionately referred to as "Bronya"), but at the time decided it wasn't the direction we wanted to pursue.

I totally get why you'd want a male Barbarian, and I don't think that's off the table. We may well explore this option in the future (either through a skin or a new hero entirely).

Matt, if the fantasy of the character is as important to you as you say it is, why did you guys choose to have Garrosh be a Tank, when he has never been a Protection Warrior in WoW or shown any desire to protect the weak?

He really doesn't play like a Prot Warrior, though. It's hard to get this across until you actually get to try him, but when you play him you feel like a big mean bully who's just exceptionally difficult to kill. It's less that you're protecting your team from the enemy, and more that you're so disruptive to the enemy that it's hard for them to kill anyone.

Basically, for anyone who's really concerned about this, I'd encourage you to give him a try first and then give us feedback based on that experience.

When I heard that they are bring a SC probe to the Nexus, I was so excited by the potential of doing a cannon rush or having pylons occasionally warp in some zealot minions.

Believe it or not we actually tried this sort of kit first, and it didn't work out very well. It was kind of like playing Abathur without his Q ability. It was cool for a couple of games, but the novelty wore off very quickly =(

I think what we ended up with gives him a much more active playstyle and lots of room for mastery, while still being very builder/setup focused. My one regret is that I think we were overly worried about similarity to Gazlowe and went too restrictive on his ability to build Cannons. I think this is something we could do more with once we have some time to update him.

I mean the fact that You were aware of him being flawed fantasy wise but pushed him anyway. There surely must be a way of designing builder hero to be satisfying but also not passive in playstyle. And even if not, aren't You allowed discard a hero if translation into moba doesn't work out?

We don't see his fantasy as flawed. When we realized the pure builder angle wasn't working out, we took a step back and approached him from a different perspective, and we're very satisfied with the result.

You may not feel the same way. Maybe the fantasy you expected for him was very different, or there's something you feel is very important that's missing, and that's totally fair! But that difference of opinion shouldn't lead to speculation that we must have been forced to release a hero we weren't happy with against our will. We stand by our work and are proud of every hero we release.

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1 hour ago, Stan said:

He really doesn't play like a Prot Warrior

I think this is the key argument. People are complaining he is a Tank in HotS, but just because he is a tank, it doesn't mean he is a Protection Warrior; this is explicitly evident by the fact he doesn't wield a shield. Likewise, you don't see people complaining about Muradin; he is a tank, with some Protection Warrior skills, and yet he doesn't wield a shield.

From my point of view, judging by his spotlight, Garrosh is more of a sturdy semi-bruiser (even though he deals low damage) than a full tank, especially given the fact he has low health for a Warrior. I hardly think he is solo tanking material, but I guess we'll have to see it today.

Edited by Valhalen
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It's true that, from watching the champion reveal video, he seemed somewhat flacid. His overall feel made me think of some passive tank who just moves key targets from point A to B without much weight to the actions.

Just so that I'm not misunderstood: Take, for example, Diablo. All his actions have weight to them, in that it feels like he's really aggressive with plenty of substance, throwing his weight around. Charging enemies, ploughing them in to the ground. Now if Garrosh did something similar (As in, animation not mechanically) to add some real meaty weight to his actions, it'd be perceived better. For now it looks like he gently lifts the target and then throws them like a Strongman in a circus, clearly intending to throw the person but keeping their landing in mind.

To me, Garrosh is a rage filled bundle of muscle, with little to no concern for anyone's well-being. For me, his current animations don't reflect that.

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If I asked 100 of you to send me a design for Garrosh, I'd get 100 different responses, all with good reasons for why you feel he should be that way. We have our own vision that we come to after a lot of discussion within the team, and it's almost guaranteed that there will be people who disagree with it.

"We do it our way and the fans don't matter."

I can't help but interpret this in this way. Expect the firebat, goliath, thor, carrier, peon, peasant, and butterfly witch before getting requested important lore characters from all franchises.

Image result for maghda

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8 hours ago, ScottHK said:

It's true that, from watching the champion reveal video, he seemed somewhat flacid. His overall feel made me think of some passive tank who just moves key targets from point A to B without much weight to the actions.

Just so that I'm not misunderstood: Take, for example, Diablo. All his actions have weight to them, in that it feels like he's really aggressive with plenty of substance, throwing his weight around. Charging enemies, ploughing them in to the ground. Now if Garrosh did something similar (As in, animation not mechanically) to add some real meaty weight to his actions, it'd be perceived better. For now it looks like he gently lifts the target and then throws them like a Strongman in a circus, clearly intending to throw the person but keeping their landing in mind.

To me, Garrosh is a rage filled bundle of muscle, with little to no concern for anyone's well-being. For me, his current animations don't reflect that.

I agree.  He does not look or act like Garrosh.  The mechanics don't fit with what he is in WoW.  He doesn't look rage filled.  I was expecting a melee assassin with mechanics simular to maybe a fury warrior, having rage as a resource.  Even as a tank he still doesn't feel rage filled.  His kit seems thoughtful and considerate.  He helps his team members out?  Not the Garrosh I fought. 

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1 hour ago, toyjazzer said:

"We do it our way and the fans don't matter."

I can't help but interpret this in this way.

That's not what he was saying and you know it.  People have different expectations and vision when it comes to translating a fictional character between mediums.  It's inevitable and (unless the character has been static for the majority of its existence) impossible.  Ask 100 people what they want out of a translation and you will indeed get 100 different answers.  Sure there will be common elements but the details will differ.  Now consider a HotS hero has only 4/5/6 skills (depending on trait and heroic abilities) and those are going to be the focus details and suddenly you need to crystallize a half dozen important details about the hero that speaks to those 100 different people (oh and make the character playable/fun within the framework of the game/class).  Just because he isn't rolling over and admitting defeat to a bunch of commenters (who haven't even played the character before making assumptions) doesn't mean he doesn't care about how people feel.

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Today I gave it a try at the PTR, and actually felt really happy with the character, it's true that we can expect a brutal charge from him or a bursty damage like sonya, but with his kit he is able to really get into the fight and make a huge mess,  throwing enemies around, attracting them to be burst down and becoming really tanky with his trait..
He is a bully, taunting enemies to fight him without any means to scape.. which I think is really accurate looking at him as a character.

I don't really like are his animations, but specially from the receptor side, of course, you can´t change the animation of every other character to look pretty when they are thrown away

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14 hours ago, Darkjester79 said:

His kit seems thoughtful and considerate.  He helps his team members out? 

I don't wish to be rude and I'm not going to get into details of whether they got Garrosh's fantasy exactly right... But I have to ask where you get this from. Have you actually played him yet? There's very little about Garrosh that is "considerate." No, his kit is all about chaos and aggressive disruption. Even his crowd control is aggressive: you're throwing enemies around, isolating them for your teammates to explode or you're chasing after opponents, applying slows and making sure your teammates can kill them. Perhaps that is "considerate" in so far as it's enabling your team's aggression.....

Also, his Decimate ult seems to be the more impactful of the two. At the very least it feels like it synergises with his playstyle and kit better than the AoE taunt -- because it's //aggressive//. Ponder that. 

I have to agree with Blizz: give him a try before dismissing him. Try him for a while, too, because what feels, to me at least, like his best playstlye wasn't obvious. It took a few games to discover Garrosh's unique "rhythm." And it's not what you think. 

 

 

 

 

Edited by WanYao
because reasons

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I know little to none about World of Warcraft characters and storyline. I had to look up Garrosh to see who he even is when they first announced him. One of the first image that came up of him for WoW was the one of him sitting in a orcish throne in the same outfit that he has on in HOTS. So that's good I think. Also he looks like a big beefy tanky badass Orc to me when I look at him. He looks like someone who can be hit over and over and just shout at you 'Come on! Is that all you got!?' and pound your head in some. So his kit and such fits that from what I can see as well.

And in terms of the game if he was an assassin instead... do I even have to say this guys... I mean seriously? Do you REALLY want ANOTHER f*cking assassin in the game THAT bad. We already complain about the fact that there's too many of them in the game as it is. And people are complaining because this new beefy orc isn't another damn assassin? Get a grip people.

I'm happy we finally got another warrior tank in the game that we can run into team fights with and are NOT likely to die before we can even do anything with them. I'm so sick of it always being my teammates going 'You're the tank! Get in there and do something!' Ok but I know how this is gonna go... *runs in to fight as asked* ...and I'm dead in 2 seconds... yep that's what I figured would happen... this is why I can't run in with most tanks and do their job other then Johanna. F*cking twin blades Varian feels like more of a tank then the actual tank heros most of the time when he's killing most of your team, tanks included, and not dieing for sh*t despite getting attacked by like 3 people at once. So 'yes, please' to a new hero built to be a solo tank for the team.

Edited by CyberDVonaven

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18 hours ago, CyberDVonaven said:

And in terms of the game if he was an assassin instead... do I even have to say this guys... I mean seriously? Do you REALLY want ANOTHER f*cking assassin in the game THAT bad. We already complain about the fact that there's too many of them in the game as it is. And people are complaining because this new beefy orc isn't another damn assassin? Get a grip people.

I think they are less complaining about him not being an assassin, and more looking at the reasoning behind why is he a true tank rather than a brawler, I guess. People probably were looking more towards a similarity with Sonya rather than Diablo/Muradin.

Personally, I'm OK with how he is. Maybe a slight change in animation, but otherwise I'm happy with him.

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On ‎8‎/‎1‎/‎2017 at 10:27 AM, WanYao said:

 

I don't wish to be rude and I'm not going to get into details of whether they got Garrosh's fantasy exactly right... But I have to ask where you get this from. Have you actually played him yet? There's very little about Garrosh that is "considerate." No, his kit is all about chaos and aggressive disruption. Even his crowd control is aggressive: you're throwing enemies around, isolating them for your teammates to explode or you're chasing after opponents, applying slows and making sure your teammates can kill them. Perhaps that is "considerate" in so far as it's enabling your team's aggression.....

Also, his Decimate ult seems to be the more impactful of the two. At the very least it feels like it synergises with his playstyle and kit better than the AoE taunt -- because it's //aggressive//. Ponder that. 

I have to agree with Blizz: give him a try before dismissing him. Try him for a while, too, because what feels, to me at least, like his best playstlye wasn't obvious. It took a few games to discover Garrosh's unique "rhythm." And it's not what you think. 

 

 

 

 

His ability to throw people can be used to throw team mates in or out of fights.  He is played as a disruptor but ultimately a team player.  That is not Garrosh.  Garrosh was always brutal.  he rose to where he was by grabbing power from the weak.  His kit is all about re arranging his enemy across the field and letting his teammates finish them off because he does not have the attack power to do it himself.  Yes, I have played him on the PTR and I like the kit but not the character they gave it to.  I don't want him to be an assassin but more of a brawler that befits his canon in the Warcraft universe.  My issue with him is that unlike the vast majority of the other heroes, his moves do not fit him.  Tracer, Varian, Diablo, Murky etc...all look, and feel like those characters.  To me Garrosh does not.

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17 hours ago, Darkjester79 said:

To me Garrosh does not.

Were you expecting him to have a similar character style to that of Darius from LoL? The "I am the best, nobody can touch me" kinda thing?

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On ‎8‎/‎6‎/‎2017 at 0:43 PM, Blainie said:

Were you expecting him to have a similar character style to that of Darius from LoL? The "I am the best, nobody can touch me" kinda thing?

No.  Darius is showy and a audience pleaser.  Garrosh is no nonsense brutality. He should be like Darius is or was (Been awhile since I have played LoL) tough but able to dish out damage.  Garrosh was leader of the Horde.  He has a massive Axe Gorehowl.  He is strong fierce and prideful. yet when I played him on the PTR, he did not feel anything like that.  His kit, to me, does not feel like it fits him.  The closest character that I can compare him to would be Dbo.  Dbo feels like a brute, his fire his pushing and grabbing.  Garrosh should feel just as brutal and again to me, he doesn't. 

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On 8/7/2017 at 7:39 PM, Darkjester79 said:

Garrosh should feel just as brutal and again to me, he doesn't. 

I see what you mean - you want to see Garrosh as the orcs were portrayed in WoW lore. That ruthless fighting style, where they can almost carve through an army of humans while laughing. It does seem like he is too "passive"

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14 minutes ago, Blainie said:

I see what you mean - you want to see Garrosh as the orcs were portrayed in WoW lore. That ruthless fighting style, where they can almost carve through an army of humans while laughing. It does seem like he is too "passive"

I think Garrosh's gameplay does capture his fighting style as something disruptive, as he can throw his enemies around like they were nothing. The "carve through an army" is pretty much how he works in HotS due his trait. You can't kill the dude! I don't think his trait makes him passive. If anything, it makes him more active, as he can simply shrug damage and stay in battle for longer than most tanks.

If we were to analyze, Stitches wouldn't fit in the fantasy because as a Stitches player you have to be patient and land those perfect hooks. Why would the "Terror of Darkshire" act like that?

I think people overanalyze (and complain) way too much, sorry.

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On 8/17/2017 at 0:25 PM, Valhalen said:

I think people overanalyze (and complain) way too much, sorry.

I think that's completely fair, as well. It's not meant to be lore-specific, the idea of the nexus itself is pretty ridiculous in regards to lore. There are skins that make no sense, but they look amazing, so who cares? I'm just trying to empathise with people, since I imagine I'd probably be peeved if I found out my favourite lore hero was introduced and wasn't what I was hoping for! :p

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5 hours ago, Blainie said:

I think that's completely fair, as well. It's not meant to be lore-specific, the idea of the nexus itself is pretty ridiculous in regards to lore. There are skins that make no sense, but they look amazing, so who cares? I'm just trying to empathise with people, since I imagine I'd probably be peeved if I found out my favourite lore hero was introduced and wasn't what I was hoping for! :p

Indeed, I try to empathise as well, but I don't think I know a single WoW player, even a Horde one, that says "Garrosh is my favorite character", lol.

Regardless, I think the fantasy aspect of his gameplay was well incorporated with interesing mechanics.

Sorry if I sounded rude there.

Edited by Valhalen
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On 8/18/2017 at 2:12 PM, Valhalen said:

Indeed, I try to empathise as well, but I don't think I know a single WoW player, even a Horde one, that says "Garrosh is my favorite character", lol.

You'd be surprised! A fair few people like Garrosh pre-corruption, since he was a perfect representation of that harsh, brutal Orcish way of life. Broxigar was probably fairly similar before his personality changed by meeting Tyrande etc. in the WoTA.

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Storm and Fire's attacks will now display as crits if granted an applicable Physical damage buff instead of a Spell damage buff. Cho'gall Base Shove [Z] Fixed an issue that caused Shove to not push Cho if he is Rooted. Level 1 Calloused Hide Fixed an issue that caused Shove and other knockback effects to temporarily disable this talent's benefits. Level 20 Fuel for the Flame Will no longer hit inactive Mercenaries if targets near these Mercenaries are hit. Will no longer hit inactive Mercenaries unless the primary target is also an inactive Mercenary. Chromie Base Sand Blast [Q] Sand Echo will now be revealed to the target when hit by Sand Echo's Basic Attack. Sand Echo will now be revealed when their Basic Attacks or Sand Blast deals damage while they are not visible. Level 20 Unravelling Sand Echo will now be revealed when their Basic Attacks or Sand Blast deals damage while they are not visible. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cast animation to be interrupted when Deathwing hits another Deathwing with his Basic Attack. Level 7 Death Drop Armor reduction is now refreshed in duration when re-applied. Level 13 Fire and Fury Fixed an issue that caused Basic Attack impact visuals to be displayed on Deathwing if attacking a Slowed Hero. D.Va Base Self-Destruct [E] Charge gained from Basic Attacks now occurs after all targets have been hit. Fixed an issue that caused Self-Destruct knockback to not apply correctly. Level 4 Nuclear Option Self-Destruct charge gained from hitting targets in the Basic Attack bonus area now occurs after all targets have been hit. E.T.C. Level 1 Guitar Hero Healing visuals will no longer occur if E.T.C. is Blinded, the target is Evading, or if E.T.C.'s Health is at max. Falstad Level 13 Sustained Winds Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Fenix Level 1 Arsenal Synergy Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Mobile Offense Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Level 4 Inhibiting Energy Cooldown is now applied when Phase Bomb is fired. Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Gazlowe Base Rock-It! Turret [Q] Fixed an issue that caused Defense Matrix applied to Gazlowe to not reduce Turret damage. Fixed an issue that caused Rock-It! Turrets created by an Ultimate Evolution clone of Gazlowe to not gain the increased damage. Level 13 Positive Reinforcement Fixed an issue that caused the bonuses to be applied when a Rock-It Turret attacked a target, instead of when it hits a target. Level 16 Ark Reaktor Fixed an issue that caused Defense Matrix applied to Gazlowe to not modify their damage. Fixed an issue that caused the miniature Rock-It! Turret to not fire at the correct location. Firin' Mah Lazors Fixed an issue that caused the warning indicator to be visible in the Fog of War. Fixed an issue that caused Defense Matrix applied to Gazlowe to not modify their damage. Overklock Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Greymane Level 10 Go for the Throat Fixed an issue that caused Go for the Throat to play its cast animation on the target when Greymane targets another Greymane. Level 16 Alpha Killer Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Level 20 Hunter's Blunderbuss Now occurs while Blinded. Now searches after all effects on the primary target have completed, with the exception of Wizened Duelist. Tooth and Claw Now searches after all effects on the primary target have completed, with the exception of Wizened Duelist. Illidan Base Dive [Q] Fixed an issue that caused Dive to play sound and visual effects twice if Illidan is targeting another Illidan. Level 16 Fiery Brand Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Imperius Base Valorous Brand [Q] Fixed an issue that caused Valorous Brand's benefits for being consumed to be granted when the target gains Invulnerable, Stasis, or is killed. Fixed an issue that caused Valorous Brands to heal Imperius when a Branded target enters Stasis, gains Invulnerable, or is killed. Valorous Brands are no longer consumed if Imperius is Blinded or the target is Evading. Level 1 Burn the Impure Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Now displays as Burn the Impure in the Death Recap. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Level 7 Flash of Anger Additional target search now occurs after all effects on the primary target. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Holy Fervor No longer prevented by Blinds or Evasion. Level 13 Divine Rage Fixed an issue that caused Valorous Brands to grant cooldown reduction when a Branded target enters Stasis, gains Invulnerable, or is killed. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Level 20 Unrelenting Descent Fixed an issue that caused Valorous Brands to grant cooldown reduction when a Branded target enters Stasis, gains Invulnerable, or is killed. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Jaina Level 10 Water Elemental Fixed an issue that caused Water Elemental's Basic Attack splash to hit Evading targets. Water Elemental's Basic Attack splash no longer reveals the targets it hits. Water Elemental's Basic Attack splash now reveals the area. Johanna Base Condemn [W] Fixed an issue that caused Condemn to pull Unstoppable targets. Junkrat Base Basic Attack Splash damage now occurs while Blinded, but is still prevented by Evading targets. Kael'thas Level 10 Phoenix Attack damage is now affected by Defense Matrix when Kael'thas is under its effects. Attack Splash no longer reveals targets hit. Attack Splash now reveals the area it hits. Kel'Thuzad Base Chains of Kel'Thuzad [E] Now reveal both targets on chain link connection. Level 20 The Damned Return Fixed an issue that caused the Shade to not be revealed when it deals damage. Kerrigan Base Ravage [Q] Fixed an issue that caused Ravage to play its cast animation on the target when Kerrigan targets another Kerrigan at close range. Kharazim Base Radiant Dash [Q] Fixed an issue that caused Radiant Dash to appear incorrectly when cast on another Kharazim. Level 1 Iron Fists Fixed an issue that caused the triggering attack to not play the correct impact sound. Li-Ming Level 4 Charged Blast Tal Rasha's Elements bonus is now additive instead of multiplicative. Now deals damage before the Basic Attack deals damage. Level 7 Seeker Now shows in the Death Recap as its own entry. Now displays as Seeker in the Death Recap. Now happens after the third Magic Missile deals damage. Level 20 Tal Rasha's Elements Tal Rasha's Elements bonus is now additive instead of multiplicative. Lucio Base Crossfade [W] Crossfades from different Lúcios can now stack together. Fixed an issue that caused the display of affected allies to not display correctly if more than 7 Heroes are in Crossfade's radius. The display of affected allies of Crossfade now include targets in the Boombox Crossfade radius. Soundwave [Q] Fixed an issue that caused Soundwave to push Unstoppable targets. Level 1 Party Mix Fixed an issue that caused toggling between Healing Boost and Speed Boost to cause the duration counter to be inaccurate. Level 13 All Together Fixed an issue that caused allies in the Boombox's Crossfade radius to not grant Movement Speed. Fixed an issue that caused the Movement Speed bonus to not behave consistently if multiple Lúcios are in the game. Level 20 House Party Fixed an issue that caused allies in the Boombox's Crossfade radius to not grant bonus Healing. Fixed an issue that caused the Healing bonus to not behave consistently if multiple Lúcios are in the game. Summer Anthem Now grants its effects to allies in Boombox's Crossfade radius. Lunara Level 7 Wild Vigor Fixed an issue that caused the 4th Basic Attack to not display impact effects. Now applies to the next 4 Basic Attacks fired, instead of the next 4 Basic Attacks that connect. Now applies to the next attack fired instead of the next attack that hits. Nazeebo Base Corpse Spiders [Q] Fixed an issue that caused Defense Matrix to not reduce the damage of Corpse Spiders. Fixed an issue that caused Ultimate Evolution clones of Nazeebo to not grant Spell Power bonuses to Corpse Spiders. Zombie Wall [W] Fixed an issue that caused Defense Matrix to not reduce the damage of Zombie Wall. Fixed an issue that caused Ultimate Evolution clones of Nazeebo to not grant Spell Power bonuses to Zombie Wall. Level 7 Dead Rush Now increases the damage of already existing Zombie Wall Zombies when the talent is selected. Level 10 Gargantuan Fixed an issue that caused Defense Matrix to not reduce the damage of the Gargantuan. Orphea Level 4 Backbiter Fixed an issue that caused Backbiter to not move Orphea if she is Rooted. Chaotic Assault Fixed an issue where the damage bonus of 3 charges could be still granted, when Orphea had lost all 3 charges after dying. Level 10 Crushing Jaws Fixed an issue that caused Crushing Jaws pull to not apply correctly. Raynor Level 7 Unstable Compound Mana restored is now bundled together when multiple Heroes are hit. Mana restoration now restores all Mana at once, instead of 10 Mana for each individual Hero hit. Rehgar Base Ghost Wolf [Z] Fixed an issue that caused Ghost Wolf Lunge attacks targeted at Rehgar to cause the target Rehgar to play an attack animation. Level 16 Hunger of the Wolf Fixed an issue that caused Blinds and Evasion to not prevent this from activating. Rexxar Level 13 Dire Beast Now causes Misha, Charge! to display as a critical when at 5 or more stacks. Bonus damage is now applied to the next Misha, Charge! Samuro Base Advancing Strikes [Trait D] Blind and Evasion now prevent activation. Sgt. Hammer Level 1 Ambush Now displays the remaining duration until the Cloak becomes active around the Trait button. Level 7 Pulse Detonation Core First instance of damage is now displayed as Spider Mines in the Death Recap. Mana restored is now bundled together when multiple Heroes are hit. Mana restored is now combined for Siege Mode attacks. Level 20 Shrapnel Mines Duration of all Armor reduction stacks are now refreshed when re-applied. Sonya Level 16 Giant Slammer Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Now displays as Giant Slammer in the Death Recap. Stitches Level 4 Playtime! Mana restored is now bundled together when multiple Heroes are hit. Tooltip updated to include Mana restored when hitting Heroes with Slam's inner area. Tassadar Base Resonance Beam [Trait] Fixed an issue that caused Resonance Beam to gain charge prior to dealing damage past the first instance of damage. Level 7 Arc Discharge Now happens prior to all other effects when a Basic Attack would grant progress. Level 10 Archon Splash attacks now happen after all other effects on the primary target have completed. The Butcher Base Butcher's Brand [W] Fixed an issue that caused Butcher's Basic Attack impact visuals to not be correctly altered against Branded targets. Level 13 Brutal Strike Now consumed while Blinded or against Evading enemies. Now displays in the Buff Bar. Savage Charge Now displays as Savage Charge in the Death Recap. The Lost Vikings Baleog's Basic Attack damage will now be properly affected by other damage modifiers when empowered by Explosive Attacks. Fixed an issue that caused Olaf's charging attack to not gain the benefits of Nordic Attack Squad or Impatience is a Virtue. Olaf Fixed an issue that caused Charge to not grant the bonuses from Nordic Attack Squad. Fixed an issue that caused Charge to go on cooldown when targeting enemies near Olaf's position. Fixed an issue that caused Charge to not grant the bonuses from Impatience is a Virtue. Erik Increase Move speed no longer increases Erik's starting speed and now grants Erik 15% Move speed, stacking with other effects. Baleog Fixed an issue that caused Splash damage to not grant bonuses from Impatience is a Virtue. Level 1 Explosive Attacks Bonus damage is now a multiplicative bonus. Level 13 Nordic Attack Squad Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Thrall Level 16 Tempest Fury The initial third Windfury attack now features impact visuals. Tracer Level 7 Focus Fire No longer progresses while Blinded or against Evading targets. Now displays in the Buff Bar how many hits have occurred on the current attack target, as well as the window before tracking resets. Now progresses prior to dealing damage instead of after dealing damage. Tyrael Level 13 Law and Order Now displays in the Buff Bar. Tyrande Level 4 Mark of Mending Now displays as Mark of Mending in the Death Recap. Uther Level 4 Guardian of Ancient Kings Duration is now increased by talents that grant additional Devotion Armor duration. Level 16 Benediction Fixed an issue that could cause abilities cast while Benediction is active to grant Uther Mana. Valla Base Vault [E] Damage bonus now applies to the next Basic Attack fired. Level 10 Rain of Vengeance Fixed an issue that caused cast visuals to not display correctly. Varian Level 4 Twin Blades of Fury Fixed an issue that caused Twin Blades of Fury to display the wrong cooldown reduction value. Level 20 Glory to the Alliance Fixed an issue that caused Glory to the Alliance to display incorrect cooldown reduction value after selection. Whitemane Level 7 Saintly Greatstaff Marker is no longer removed if Whitemane is Blinded or target is Evading. Zagara Summons are now affected by Defense Matrix and Ultimate Evolution damage modifications. Zarya Targets that enter the splash area between instances of Zarya's Basic Attack hitting the primary target will no longer be hit instantly. Level 7 Deep Burn Energy gained is now bundled together when multiple marked Heroes are hit. Energy is now gained after the primary target and all Splash attack targets have been hit, causing all target to take equal damage when Deep Burn grants Zarya Energy. Zul'jin Level 20 A Surprise For Ya! Now gains the benefits of Berserker being active if the fired Attack had Berserker active. Return to Top
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    • By Staff
      Blizzard released a new Heroes of the Storm patch and here are the full patch notes with what's changed based on PTR testing.
      (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
      Nexomania II event has arrived in the Nexus! Who's side will you choose? Gata de Batalla Li LI or Mal'Gaucho Mal'ganis! Updated Shop Bundles and Items. Knockback effects have been updated to be more consistent. Please check below for the Heroes that were affected. On death reveal duration on nearby units removed. Reduced the impact Roots have on Knockback effects. Updated Homescreen and Startup Music. Return to Top
      Balance Update
      Heroes
      Alarak
      Base
      Basic Attack damage increased from 150 to 160. Lightning Surge [E] Healing increased from 70 to 75. Telekinesis [W] Knockback speed now slows down over the duration of the knockback. Push-to-point distance increased from 6.25 from where Telekinesis was targeted to 12.5. Talents
      Level 1 Overwhelming Power REWORK: Healing reduced from 50% to 15% of damage dealt. REWORK: Percent of damage converted to Healing is now increased by 50% of Sadism's bonus when attacking Heroes (For example: At 100% Sadism, this will be 65% of damage dealt). Level 7 Applied Force Now pushes targets 15% further. Level 20 Counter-Strike Talent Removed. Deadly Charge Talent Removed. Might of the Highlord NEW: Alarak gains access to his other Heroic which occupies the Trait slot. This also grants an ability to swap which slot each Heroic occupies. Wrath of the Highlord NEW: If Counter-Strike is Alarak's Heroic, Basic Abilities reduce its cooldown by 2.5 3 seconds for each enemy Hero they hit. NEW: If Deadly Charge is Alarak's Heroic, Heroes hit by Deadly Charge now take bonus damage from Alarak's Abilities equal to 75% of Sadism's bonus it reduces the Armor of enemy Heroes by 50 for 4 seconds. Anub'arak
      Talents
      Level 1 Regeneration Master The quest collection requirement has been reduced from 30 to 25. Auriel
      Talents
      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 1 Enhanced Agility Reduced Movement Speed bonus from 5 seconds to 4 seconds. Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Level 16 Pack Leader Reduced duration from 5 seconds to 4 seconds. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 1 Impaling Light Bonus from 180 to 150. Passive cooldown reduction reduced from 2 seconds to 1.5. Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 210 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 65% 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Is now a Level 4 Talent. Explosion damage now only hits enemy Heroes and Summons. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Is now a Level 7 Talent. Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issue that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issue that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issue that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issue that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away from a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Base Cataclysm [R] Fixed an issue that allowed Cataclysm to land Deathwing in unintended locations. Level 1 Molten Blood Fixed an issue that caused Molten Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. E.T.C. Base Face Melt [W] Fixed an issue that caused Face Melt to not knock targets away. Falstad Level 10 Mighty Gust Fixed an issue that caused Mighty Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Deflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Deflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chains' Armor reduction to apply to the Chain-link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Li-Ming Level 20 Repulsion Fixed an issue that caused Repulsion to not properly increase knockback speed. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 7 Skullcracker Fixed an issue that caused Skullcracker's bonus damage to be granted to other Muradins. Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Nova Level 20 Triple Tap Fixed an issue that allowed targets to disjoin Tripple Tap's missiles when teleporting less than 20 distance away. Fixed an issue that cased Triple Tap's target to be hit twice if they become targetable in the same instance the Triple Tap missile could hit them. Triple Tap missiles will no longer time out 3 seconds after firing. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. Sylvanas Level 7 Lost Soul Fixed an issue that caused Lost Soul to not activate when the triggering Basic Attack kills the target. Level 13 Remorseless Fixed an issue that caused Remorseless to not activate when the triggering Basic Attack kills the target. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Smite [E] Tooltip updated to include duration of the area granting Movement Speed. Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justice. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Zarya Level 10 Expulsion Zone Fixed an issue that caused Expulsion Zone to knock back further than intended. Return to Top
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    • By Stan
      A new Heroes of the Storm patch is now available for playtesting 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:
      General Balance Update Bug Fixes General
      Knockback effects have been updated to be more consistent. Please check below for the Heroes that were affected. On death reveal duration on nearby units removed. Reduced the impact Roots have on knockback effects. Updated Homescreen and Startup Music. Return to Top
      Balance Update
      General
      The quest collection requirement for The Regeneration Master Talent has been reduced from 30 to 25. Heroes
      Alarak
      Base
      Basic Attack damage increased from 150 to 160. Lightning Surge [E] Healing increased from 70 to 75. Telekinesis [W] Knockback speed now slows down over the duration of the knockback. Push-to-point distance increased from 6.25 from where Telekinesis was targeted to 12.5. Talents
      Level 1 Overwhelming Power REWORK: Healing reduced from 50% to 15% of damage dealt. REWORK: Percent of damage converted to Healing is now increased by 50% of Sadism's bonus when attacking Heroes (For example: At 100% Sadism, this will be 65% of damage dealt). Level 7 Applied Force Now pushes targets 15% further. Level 20 Counter-Strike Talent Removed. Deadly Charge Talent Removed. Might of the Highlord NEW: Alarak gains access to his other Heroic which occupies the Trait slot. This also grants an ability to swap which slot each Heroic occupies. Wrath of the Highlord NEW: If Counter-Strike is Alarak's Heroic, Basic Abilities reduce its cooldown by 3 seconds for each enemy Hero they hit. NEW: If Deadly Charge is Alarak's Heroic, it reduces the Armor of enemy Heroes by 50 for 4 seconds. Auriel
      Talents
      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Explosion damage now only hits enemy Heroes and Summons. Is now a Level 4 Talent. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Is now a Level 7 Talent. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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

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