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Core Concepts: Your Role in the Fight

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The third installment of Core Concepts focuses on the differences between Hero roles, and what your teammates might be expecting from you based on the role you play.

Core Concepts is a series of guides for new players published by Blizzard. Each guide covers a different spectrum of the game. The first part served as an introduction to Heroes of the Storm and the second part previewed maps, objectives and discussed the importance of map awareness, laning and using the map to your advantage.

Part 3 of Core Concepts is about embracing your Hero role.

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Hail to you, Champion! This ongoing Core Concepts series is offered as both a guide for new players and an overview for more experienced players looking to brush up on their fundamentals. This time, we’ll be focusing on the differences between Hero roles, and what your teammates might expect of you in each role during your games.

If this is your first Core Concepts article, we encourage you to explore our earlier articles as well, starting with our introduction to the game. As you read on, you can also fire up the in-game tutorial and check the action out for yourself. Between your battles in the Nexus and these blasts of arcane knowledge missiles, we hope to have you confidently running the board in no time.

CC4_Inline_Roles.jpg

Hero Roles in the Nexus

Heroes are divided into WarriorsAssassinsSupports, and Specialists. As you dive into the following sections, keep in mind that several heroes are classified as hybrids, and can be custom-tailored depending on the talents you select.

Head here for a complete list of Heroes and their roles.

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Warriors

Warriors lead the charge into team fights. With high health pools, powerful crowd-control effects, and damage reduction capabilities, Warriors buy their teammates time to deliver their own fatal strikes against opponents.

CC4_Inline_Examples_Peel.jpg

PEEL

Shorthand for ‘protect your allies.’ Accomplished when the frontline of the team changes focus to assist backline heroes (Assassins/Supports).

In addition to damage mitigation and healing abilities that sustain them in fights, many warriors also have roots, stuns, or pulls, which can disrupt opponents. To be as effective as possible, Warriors will need to be patient in the execution of these control-abilities. Because Warriors are often relied upon to initiate team fights, they’ll want to be aware of the location of their teammates at all times. Warriors who charge in too early may lack the back-up they rely on to survive a fight. Conversely, engaging too late may give opponents a window to annihilate squishy allies, like Assassins and Supports.

There are different playstyles Warriors should adjust to depending on your team’s Hero composition. For example: Artanis and Sonya can act as Bruisers, front-line heroes who may lack the same amount of CC as other Warriors, but accent their tank with damage and pressure (and more health than most heroes). Team compositions with smaller health pools but consistent damage output will typically benefit from a ‘peel’ playstyle, meaning that tanks will need to attract attention away from their backline assassin and support allies. Alternatively, compositions that prefer to dive aggressively will need their warrior to charge in with the team and remain there until the targets are subdued, the objective has been captured, or the team needs to retreat.

The complete list of Warriors is available here.

Tip #1

Seize opportunities to shut down your opponent’s powerful channeled abilities with a well-timed stun or similar crowd control effect; some Heroic abilities, like Valla’s Strafe and Nazeebo’s Ravenous Spirit, can be interrupted.

Tip #2

As a front-liner for your team, be on the lookout for objectives and remember that your presence will be needed should a team fight erupt at the corresponding location.

Tip #3

Scouting is key! Use your high health and survivability to lead the way through potentially dangerous areas, and proactively check bushes to find opponents who may be lying in wait.

Tip #4

Always know where your backliners are. Be sure not to abandon your team, and do your best to disrupt and distract enemies who are attacking your squishier allies.

Assn_Bar.png

Assassins

These are the powerful pain-bringers of the Nexus, offering tons of damage but lacking in durability in team fights. As such, it’s crucial for Assassins to carefully position themselves in the backline and commit to the battle when their opponents’ focus is elsewhere. Approaching team fights in this way will allow the warriors to absorb the brunt of their enemies’ attacks.

Assassins can be broken out into burst-damage and sustained-damage. Burst-damage Assassins such as Kerrigan and Jaina can deal a devastating amount of damage in a short amount of time, and should look for these opportunities to unleash their full barrage on their enemies for maximum effectiveness. Jaina, for example, relies heavily on well-timed combinations of spells to maximize her burst damage. Look to capitalize on stuns, or surprise your enemies from a bush to maximize damage and quickly take someone out of the fight.

CC4_Inline_AssassinGIF.gif

Sustained-damage Assassins like Raynor and Valla, on the other hand, are generally better equipped to poke at their opponents and keep up constant pressure. When using sustain-damage Heroes, look to constantly attack targets from a safe position in order to deal as much damage as you can.

The complete list of Assassins is available here.

Tip #1

Chasing a low-health enemy can sometimes secure a kill for your team, but beware of tunnel vision! The farther you chase a hero, the riskier it becomes. If you can’t see that player’s teammates on the minimap, then you’re likely headed toward danger.

Tip #2

Stay behind your tank! Your warrior is the shield that allows you to deal damage without getting taken out in the process. Always mind your positioning, keeping the high-health front-liners between you and your targets.

Tip #3

If you burn a movement ability too early during a fight, you may find yourself without an escape when you need it most. As you gain experience with each Hero, you’ll learn when mobility skills can help to safely secure a takedown and when they won’t. Until then, save them to get yourself out of danger.

Supp_Bar.png

Supports

The Support role acts as a potent backbone to the team’s efforts in the Nexus. In addition to mitigating damage and offering heals, Support heroes also have powerful buffs and control spells at their disposal. Supports are divided into two sub-roles: healers, who focus on restoring allies’ health, and Semi-Supports, who rely on providing utility.

CC4_Inline_Examples_Tassadar.jpg

TASSADAR

is an example of a semi-support who doesn’t directly heal allies, but instead acts to prevent damage.

For most Supports to be effective, they’ll need to stay close to their teammates during fights – ideally, behind a Warrior who is tanking the damage. If you are a healer, it’s your job to keep the team as close to their full hit points as possible. Since Warriors’ high health pools will give you some breathing room, you’ll often need to focus heals on your damage dealers, especially those who have jumped into the fray. Alternatively, if you are a Support hero that focuses more on utility, find ways to use your disrupts or stuns so that your teammates can immediately capitalize on them.

  • For example: If you’re Malfurion, and an allied Stitches uses Hook to pull an enemy in close, you can use Entangling Roots to keep that enemy locked down while your teammates obliterate them.

The complete list of Supports is available here.

Tip #1

As a support, try to avoid splitting off alone whenever possible. It's important to stay with your team, as your focus is on enabling allies and keeping them sustained while the team is pushing minions and/or brawling with enemies.

Tip #2

Healing is a big part of playing support, but don't underestimate the importance of control. A well-placed stun, root, or silence can make all the difference if used at the right time. Try to combine your control abilities with those of your allies to keep a target locked down.

Spec_Bar.png

Specialists

Specialists are usually the "wild card" factor for the team, as they tend to have very unique, untraditional styles of gameplay. Specialist heroes can have a sharp learning curve, as they often approach battles in a vastly different way than the other roles. A specialist can be a deadly team-fighter, a diehard split-pusher, or a hybrid of the two.

As a Specialist, you’ll want to identify what your goals are going into a match and adjust your playstyle accordingly. For example, Abathur can be played almost exclusively as a lane pusher, focusing on empowering his Locusts, and taking down enemy structures. Conversely, he can focus on employing his Symbiote ability; “hatting” his allies to assist them during battle.

CC4_Inline_Examples_AbaRoach.jpg

It is this flexibility that defines Specialists, allowing them to thrive and bring their own flavor (a fishy flavor… in Murky’s case) to the fight. As always, remember that communication is key to victory! Be sure to give your teammates a heads-up about your plans if you’re looking to split-push, and be willing to assist with team fights and objectives if your allies need help.

The complete list of Specialists is available here.

Tip #1

Learn your Specialists, and play to their strengths! Sylvanas’ ability to shut down structures makes her an attractive choice to push lanes – but she’ll be a much greater asset if she has assistance during those pushes. Azmodan, on the other hand, is a great choice for soloing a lane.

Tip #2

When split-pushing, you're certain to draw attention to yourself, so don't push too far out, or you might find yourself getting ganked!

Tip #3

Upon seeing an allied Abathur for the first time, some new players assume he is sitting in base doing nothing. This is not the case! Abathur does not want to get up-close-and-personal with opponents. Instead, he uses long-range abilities to assist allies from afar and control the battlefield. Try Abathur yourself to learn much more about this oft-misunderstood space slug.

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Thanks for reading!

It’s always important for us to hear from you, so feel free to let us know about what you think of the content presented here. Until we meet again, we raise our flagons (...swords, shields, guns, xenormorphic limbs, and angelic wings) in your name!

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The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

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1 hour ago, Laragon said:

The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

Yeah, certain heroes like Illidan and Zeratul can have really low hero damage damage counts (even lower than the tank sometimes) but still have a great game and get a lot of utility and kill securing done (Illidan's utility being pushing lanes with immolation and Zeratul's utility being Void Prison). However on the flip side of the coin are heroes like Chromie and Li-Ming and Sylvanas who inherently get high damage numbers from poke and are on top of the damage charts even if the player has a bad game. Damage numbers dont tell everything, watching the actual game instead of just raw stats is something that most people should do when they judge someone and his or her gameplay and proficiency on certain hero.

(Edit: In addition to all mentioned above, the invidual matchups and interactions of two team comps matched against each other can cause same hero have multiple roles depending of the game and have very different hero and siege damage and xp stats from game to game, meaning that if you have x damage in one game and less than x damage in another it doesnt mean you played better in the first game even if your KDA was same in both games.)

Edited by BrightwingMain

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1 hour ago, Stan said:

TASSADAR

is an example of a semi-support who doesn’t directly heal enemies, but instead acts to prevent damage.

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

  • Thanks 1

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35 minutes ago, Valhalen said:

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

Thanks fixed!

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The damage thing is so important. As a tank and even as a support, I play to create and open up opportunities for you to go in and do your thing as well as peel and my other responsibilities on the front line. I am not doing it for your showboating, nor am I going to make the same mistake of trusting you if you miss the easiest chances of leaving myself or the rest of the team vulnerable, even for a moment. No good player cares about one single stat, let alone hero damage solely and nothing else! We care about winning. If you are getting those stats by standing in the damn fire or afk sieging the same lane the whole game while ignoring objectives, you are part of the problem. 

Conversely, if you are getting those stats by being a good team player as well as playing your hero well, then good for you, enjoy your spot on the MVP screen, but don't use that same point to try and paint yourself as superior to the rest of the team who will more often than not be playing just as hard as you are to win, if not harder, especially if you are one of those goddamn psychos on a damage dealer that forces everyone else to floor their heroes into the ground to crawl out of a fight intact let alone win. 

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Edited by Plergoth
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41 minutes ago, HenrySteinway said:

Noooooooooooooo!

ONLY try him with known allies. It's the same as winning your solo lane, nothing is more painful than watching the other 4 lose a game for you.

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I think Blizzard should also make a guide about the importance of playing a good variety of characters, specially when you're new to the game. We all know that one person who only plays Valla or Nova (who I like to call "Novalla"), forever, all the time (and is usually not very good). This tunnels the vision on understanding other characters and the game as a whole, and limits the player's reaction to fight those other Heroes.

Learning at least the basics of each Hero (and classes), or the ones prominent in the meta, is very important to improve in all aspects of the game. I lost count how many times my "Novalla" buddy killed himself overextending while I was spamming "Retreat" and "Danger".

15 hours ago, Plergoth said:

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

Although I admit I sometimes get a bit stingy when someone outheals me during a match, I don't let that pride take away my focus from the game.

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On 8/8/2017 at 3:36 PM, Valhalen said:

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

This is, unfortunately, the same argument as in Overwatch where people say "we lost, but I had gold medals". It doesn't mean anything if you lost the game.

  • Sad 1

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      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
    • By Staff
      Blizzard today released a new Heroes of the Storm patch and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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