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

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

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

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

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live 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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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