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Oxygen

Six Aspects of HotS That Need Improvement

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An incredibly thorough and well written piece reflecting everything and more the kind of improvements and features HotS players want to see. The reconnect system for me should be a priority, both with the AI control and the catch up after reconnecting makes an otherwise fun game extremely stressful out of nowhere, but things like a gift system wouldn't go amiss either. There are times where I feel like ringing up Blizzard and offering to come and push the HotS engine down to the local garage so it can get jump started. 

They have been fairly consistent with improving the game in many other areas, I just hope they have a lot of goals that they are aware of and are pushing to reach for next year. 

Edited by Plergoth
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The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

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6 minutes ago, AnotherRussianGamer said:

The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

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7 minutes ago, Oxygen said:

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Edited by AnotherRussianGamer

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This is all well and good - But the Class System only needs one change. And that change requests some hero re-design but that is also something that would fix it up.

Time and again I see morons saying that Heroes needs more sub classes to be more like LoL and Dota. No. Heroes just needs Warrior - Healer - Assassin and Specialist.

Have Warriors be Tanky, there is no need nor any reason for them to be DPS'y like Sonya and Artanis.

Healers should be healers, not "supports" - They should heal and focus on keeping members of their team up, not doing damage.

Assassins can keep on doing what they do now.

Specialists should be better rounded so they all can deal with both structure damage and camps as right now a great deal of Warriors are better for camp clearing than most specialists while some Warriors and Assassins are better IN the lane than specialists (But not necessarily on structure damage)

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How about bad behaviour and people that constantly afk/alt tab mid game ( especially on start but even mid game),those that assist enemy ( garrosh throwing you to your death or saving enemy  for example), etc etc?

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@Oxygen

You are totally on point with this article.

I couldn't agree more - especially with points 2 and 3.
Lack of transparity + reconection issue are so disappointing in this game. Not to mention you are totally punished if you do not manage to reconnect in time - even if it isn't your fault.

I would add 1 other issue that somewhat corresponds to the first issue - current role system is BAD. We get chars like ETC and Zarya in 1 basket called "warriors" when they are so damn different. New players take those chars like Zarya/Sonya/Rexx and don't understand that they are NOT tanks...

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The reconnect system should be devs highest priority since that garbage is there from so long and make you lose games even if you DC for a short period you take much longer to use the hero again even if you are already online.

Also yeah those stupid talents picked by AI are very annoying since they pick always the same thing for example if you DC with tyrande at 9 AI will take starfall no matter what resulting in rage after you reconnect cursing blizzard.

I wish they add to select all talents at lv 1 so when you reach the level it gets autopicked so AI can't take it in your place.

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5 hours ago, Oxygen said:

If Blizzard is bent on keeping its current role system, Quick Match mode simply cannot continue to exist in its current form. The solution is rather simple: Just like the World of Warcraft dungeon system, and, more closely related, League of Legends’ Draft Pick system, players should simply select the role they wish to play before a given match, and not the hero itself. Enforce a basic 1-tank, 1-healer, 3-assassins/specialists rule. If there aren’t enough tank or healer players around to make queue times reasonable, incentivize players to switch to these roles with gold and experience bonuses that scale directly with how many players for roles are necessary to regulate said queue times. This would have the positive side effect of pushing players towards experimenting with new, different roles, potentially increasing hero purchases, and giving players a better understanding of the game as a whole. The same system should certainly be introduced to non-Team-League-Draft modes as well.

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

6 hours ago, Oxygen said:
  • I’d like to be able to check out mounts in Try Mode.
  • I wish I could use my Stimpacks whenever I please. As it stands, I don’t open Loot Chests unless I know I’ll be playing for a while, and if I do open a Stimpack by accident, I just ALT+F4 my way out of the game to preserve it.
  • I would love to have an item gifting feature for my teammate’s birthday.
  • I don’t particularly care for the forced MVP cut scene after every single match. I rarely see more than 2 people vote anyway; let’s at least have the option to opt out of it.
  • I’d like to be able to check out anyone’s profile, at any time, if I happen to know their BattleTag.
  • I wish my heroes were available across other regions.
  • Players who opt out of receiving messages from non-friends probably shouldn’t be able to whisper other players.

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

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I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

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As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

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19 minutes ago, Xaethron said:

I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

Or do it the simplest way there is - after you reconnect you can pick again talents that were picked by AI.

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just registered to icy veins only to thank you for this awesome article! some stuff i wasnt even aware about, but while reading i was like "hell, yeeah, that's true and i didn't even know better!"

biiiig thumbs up! hope this gets shared and blizzard somehow recognizes it! and yeah, let's see what blizzcon has in stores for heroes!

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1 hour ago, DeadPixel said:

I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection.

Keep in mind that Battlefield hosts games for up to 64 players, while HotS is a game for 10 people. Some system just don't scale so well and have to be replaced by a different one that can handle larger amounts of players at once.
Additionally, in the case of Battlefield, you have to consider projectile speed, as there is a chance of both bullets being in the air at the same time, especially for long range combat.

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13 hours ago, Valhalen said:

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

I think for the MVP thing, they should give rewards at the end of the game or season. For example a mount or a nice chunk of gold

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12 hours ago, DeadPixel said:

As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

How popular is HotS in comparison to other mobas? I know that LoL is stagnating, and DotA is well DotA

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16 hours ago, AnotherRussianGamer said:

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

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It's been over two years since the release, and Blizzy didn't even try to fix reconnect issue or improve matchmaking.

I had over 2000 matches in the game and finally uninstalled it because I fed up of getting matched with players who have 100-200 games. They have no map awareness, usually ignore objectives and feed instead of getting xp, but are always the first to blame the team.

Moreover, there are many players who don't even try to come back after just one lost team fight or objective.

The game had bad matchmaking and MMR from the start, which led to good players leaving HotS because they don't want to play with idiots. This led to even worse matchmaking and even more players leaving the game.

After all this time and infamous HotS 2.0 patch that added boxes and more skins but completely ignored gameplay issues, I personally don't have any hope for the game.

There's only one thing they ever did right: disabled chat with opposing team.

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15 hours ago, Valhalen said:

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

My hope is that it'll find them organically. 

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1 hour ago, Oxygen said:

My hope is that it'll find them organically. 

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

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2 hours ago, Valhalen said:

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

Someone did before I could. 

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9 hours ago, Dejo93 said:

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

Any time there has been this kind of thing suggested for other games, there has often been hints at the idea that the code just currently doesn't allow it, or that it's old code and so can't be upgraded without being remade.

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      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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