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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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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
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    • 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.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      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. 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
      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. 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. Diablo Base 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. 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. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. 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 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. 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. 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. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. 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. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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