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Oxygen

Six Aspects of HotS That Need Improvement

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5 minutes ago, Blainie said:

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.

Yes, pretty much the same reason why we will never get an engine upgrade for WoW.

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4 minutes ago, Valhalen said:

Yes, pretty much the same reason why we will never get an engine upgrade for WoW.

Yep. Time invested etc., they might as well just wait for WoW 2 or Warcraft 4.

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1 hour ago, Blainie said:

Yep. Time invested etc., they might as well just wait for WoW 2 or Warcraft 4.

WARCRAFT 4!!!

Sorry, just hearing that in my head got too excited.

Yea, for HOTS though I could see them addressing the engine issues... eventually. As Oxygen pointed out Blizzard has always been quite loyal to their games. (Seriously, how is Diablo ll still a thing?)

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One thing not on the list is Voice chat; a premade group (even of just 2 players) has an enormous advantage if they're on discord/skype/other.    It's a fast paced team game where they've emphasized the team aspect even more than other Mobas.   And yet the only in game way to communicate fast is a very limited pinging system or trying to type stuff out in a hurry.

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8 minutes ago, Migol said:

One thing not on the list is Voice chat; a premade group (even of just 2 players) has an enormous advantage if they're on discord/skype/other.    It's a fast paced team game where they've emphasized the team aspect even more than other Mobas.   And yet the only in game way to communicate fast is a very limited pinging system or trying to type stuff out in a hurry.

Battle.net has new voice chat features, so I'm assuming they'll touch upon it at BlizzCon.

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16 hours ago, Blainie said:

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.

Quite recently Dota 2 was remade from the ground up in a different engine. If Valve can manage it then so can Blizz. I realise it's tremendous effort to do it but it needs to be done.

Edited by Brutalis

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1 hour ago, Brutalis said:

Quite recently Dota 2 was remade from the ground up in a different engine. If Valve can manage it then so can Blizz. I realise it's tremendous effort to do it but it needs to be done.

Wasn't the Source 2 Engine specifically made to allow for VR games to be made and the like? They just tweaked it to allow DOTA to run on it too? Might be less incentive for Blizzard to make a new engine than there was for Valve.

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1 hour ago, Blainie said:

Wasn't the Source 2 Engine specifically made to allow for VR games to be made and the like? They just tweaked it to allow DOTA to run on it too? Might be less incentive for Blizzard to make a new engine than there was for Valve.

If I recall correctly, the Source 2 engine was created to make content creation process faster for both Valve and mod creators (resulting in Custom Games). The new engine also improved performance and included a new physics engine. All of these would be great in HotS.

By the way, congratulations for 10k posts!

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20 minutes ago, positiv2 said:

If I recall correctly, the Source 2 engine was created to make content creation process faster for both Valve and mod creators (resulting in Custom Games). The new engine also improved performance and included a new physics engine. All of these would be great in HotS.

I do wonder how much it'd cost to develop a new one - I assume they'd hold off on it until they need it for WoW 2, or something large like that. Maybe even D4.

20 minutes ago, positiv2 said:

By the way, congratulations for 10k posts!

Thanks! Only 90 more to go until 100k :D

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So, #2-#6 are just straightforward, "this is a feature that everyone agrees needs to be put it you just need to pony up the labor hours and do it." totally agree with them, and I also sympathize with the technical difficulties on some of them (NOT hero trading in draft - no sympathy there. WHY ISN'T THIS IN ALREADY).

 

#1 could be its own whole article. In general I agree with a lot of your small points, but not as much with your proposed solutions.  This seems to be a "fix QM in service of the ideal of preparing all players for ranked," when actual player preferences (i.e.; the number of QM games almost certainly outstrips all other pvp play modes combined many times over) show that the *vast* majority of pvp players prefer this mode above all else.

QM certainly needs fixes, but I think it's better to fix the QM experience in a standalone way that doesn't just turn it into draft lite (tm). Namely, team comp considerations should be weighted *much* more heavily that hey are now when matching teams together. currently, you very frequently get comically mismatched teams where the only possible explanation is that they were balanced for player ELO first and comp second (or not at all). I could go on all day about how they could fix this with new sub-classes and whatnot, but that's been done elsewhere and I won't re-tread.

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

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10 hours ago, Voltorocks said:

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

Surely even LoL does maintain the idea of dedicated healers? Look at Taric, for example. The only reason he can ever be something other than a healer/support is because of item builds, which HoTS just doesn't have the ability to implement. 

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On 10/25/2017 at 6:45 PM, Voltorocks said:

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

The initial draft of the article discussed this solution, but I opted to remove it for something more realistic and less cocky. They'll never rework half the heroes when the entire game is designed to include (and balanced for) healers.

I like DotA's system the most; Heroes bring widely unique things to the table, and it's up to you to make them work. Heroes', uh, heroes are pretty bland and quite homogeneous for the most part, and are generally just played because they're the best at their role, and not because they bring something unique to whatever strategy you're trying to pull off. Of course there are some exceptions, like Abathur and so on.

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Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

As for draft mode, just add the hero swap feature together with this. Players will be given some time after the draft to swap and select loadouts.

Now the problem will be that there're too few slots. I don't know why Blizzard won't give us more slots, not even an option for them, but if it's due to server capicity or something, at least give more slots to the heroes in your favourite list? I think that's only reasonable.

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2 hours ago, VinsX said:

Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

The only problem with this solution is that it only works if your present loadout works for each situation. There are heroes that have very varied talent choices depending on who they face (melee or ranged, stealth or no stealth, etc.), so I think an option to simply reset AI talents would be better IMO.

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4 hours ago, Blainie said:

The only problem with this solution is that it only works if your present loadout works for each situation. There are heroes that have very varied talent choices depending on who they face (melee or ranged, stealth or no stealth, etc.), so I think an option to simply reset AI talents would be better IMO.

It would be the best solution, but that would present problems on its own too.

For example, what if when you reconnect the AI just used the Hero's Heroic Ability? Then you go through the process of re-picking all talents while the Heroic is on cooldown? Would you have access to your Heroic Ability straight up? That can be potentially broken:

- Say you're playing Thrall and disconnect.

- The Thrall AI picks Earthquake at level 10.

- You reconnect, but right before that Thrall has used Earthquake, thus triggering its cooldown.

- You re-pick all talents again, but you go for Sundering. Would that allow you to use Sundering straight up or would trigger its cooldown to essentially preventing Thrall from using two Heroics in succession?

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1 hour ago, Valhalen said:

You re-pick all talents again, but you go for Sundering. Would that allow you to use Sundering straight up or would trigger its cooldown to essentially preventing Thrall from using two Heroics in succession?

I would hope they'd implement a %-based cooldown system for it, where the cooldown remaining on Sundering would be the same % as on Earthquake, regardless of the actual time.

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1 hour ago, Blainie said:

I would hope they'd implement a %-based cooldown system for it, where the cooldown remaining on Sundering would be the same % as on Earthquake, regardless of the actual time.

I don't think there is any real solution to AI auto-picking. But I genuinely think preset talents & quick pick can work on its own as a convenience feature. The AI thing is more of a compromising solution as an extra.

One problem with talent reset with %based CD would be the ults that can store charges. Valla for example, if AI used Strafe and you return and reset and pick Rain when the CD is half way. Will you get 1 charge and full CD for the second charge, or no charge and halfway to gain 2 charges? And what about the other way around?

Another problem, quest talents.

And also, some people may use it for"cheating"for heroes with considerable CD timer differential between their ults. Kel'Thuzad for example, you use Blast and DC, then reconnect and reset to pick Fissure. And DC and reset again to pick Blast, and it should be almost up. So you'll have Blast on a 20-ish seconds CD. It's not a big impact perhaps, but as long as it's out there, there will be people trying to do it.

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3 minutes ago, VinsX said:

I don't think there is any real solution to AI auto-picking. But I genuinely think preset talents & quick pick can work on its own as a convenience feature. The AI thing is more of a compromising solution as an extra.

One problem with talent reset with %based CD would be the ults that can store charges. Valla for example, if AI used Strafe and you return and reset and pick Rain when the CD is half way. Will you get 1 charge and full CD for the second charge, or no charge and halfway to gain 2 charges? And what about the other way around?

Another problem, quest talents.

And also, some people may use it for"cheating"for heroes with considerable CD timer differential between their ults. Kel'Thuzad for example, you use Blast and DC, then reconnect and reset to pick Fissure. And DC and reset again to pick Blast, and it should be almost up. So you'll have Blast on a 20-ish seconds CD. It's not a big impact perhaps, but as long as it's out there, there will be people trying to do it.

Yeah, pretty much like I said. MANY PROBLEMS. Quest Talents would be a pain in the ass too. Imagine getting near your full stacks to complete that one power-spike quest talent, then getting DC'ed and losing it all because of the reset.

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On 10/26/2017 at 5:30 AM, Blainie said:

Surely even LoL does maintain the idea of dedicated healers? Look at Taric, for example. The only reason he can ever be something other than a healer/support is because of item builds, which HoTS just doesn't have the ability to implement. 

in the sense that these champs' main "trick" is healer, yes. and there are certainly many dedicated support champs. but the fact even on the *most* healing-centric heroes, it's not on the level of Hots healers - heals are for clutch saves or slow, passive lane sustain *only.* there is nothing even in the ballpark of malfurion's mobile top-off station Q or rehgars full-heal R. 

basically their idea design wise is to give healing a very high power budget so that even dedicated healers have very little. the idea is to make poke more meaningful and lead to engages instead of just resulting in passive poke-and-heal cycles.

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On 11/2/2017 at 12:37 AM, Voltorocks said:

Basically their idea design wise is to give healing a very high power budget so that even dedicated healers have very little. the idea is to make poke more meaningful and lead to engages instead of just resulting in passive poke-and-heal cycles.

Would you say quest talents only add to that more, though? Especially ones that are based on not dying (Kael) - there is no reason to engage until your quest is done, so you do nothing but poke.

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On 11/6/2017 at 6:05 AM, Blainie said:

Would you say quest talents only add to that more, though? Especially ones that are based on not dying (Kael) - there is no reason to engage until your quest is done, so you do nothing but poke.

I actually don't think that these types of quests actually affect this issue - it's not a question of whether or not there's a poke game, it's a question of whether or not poke actually *matters.*

To use your example of Kael: In a healer heavy game like ours, Kael doesn't have to choose (as much) between safe play or aggressive play: if he steps out too far and eats a chromie combo. medic or malf can top him off in a few seconds as long as he can reposition before being finished off. take healers out of the equation, and chromie's well-executed poke will likely force kael to B, giving her team a great window to engage or take an objective.

the disease of the "endless poke-war" is *only* possible with strong healers. Without them, even the most passive poke DPS players will eventually whittle down an opponent and open a window to engage when they either get picked or are forced to B.

TLDR on quests like Kael's: the talents are only interesting if the players has to choose a balance between safe, suboptimal play and risky but aggressive play. Healers make it easier to have you cake and eat it too.

Edited by Voltorocks

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9 hours ago, Voltorocks said:

the disease of the "endless poke-war" is *only* possible with strong healers. Without them, even the most passive poke DPS players will eventually whittle down an opponent and open a window to engage when they either get picked or are forced to B.

Yes, but without that it would a game of Hearthstoning every 2 minutes.

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On ‎10‎/‎23‎/‎2017 at 12:00 PM, Godeyes said:

@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...

This is a HUGE problem to me.  I can't tell you how many drafts I say "we need a tank" and someone says that we have one (when clearly we do not).  They don't understand the hero roles.  It shouldn't be forced (comps should be flexible and encourage bold strategies), heck I have won HL games with triple spec before.  However, a 'bad' comp (one with missing roles) pretty much always results in a toxic game.

Another issue is that several warriors have different builds (not just Varian), and simply picking a hero that CAN be a tank doesn't make him a tank.  I have countless games where we have solo warrior and they skip tanky talents.  Most of the time it is Muridan with all bolt talents, Haymaker, etc.  

On top of that, for some reason in Gold and below, everyone thinks a tank should just infinitely push and soak damage.  Meanwhile a dive assassin takes out your entire backline.  Perhaps if people understood Tank vs Bruiser, they would understand the difference in those mentalities/approaches.

 

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On ‎10‎/‎31‎/‎2017 at 12:01 AM, VinsX said:

Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

As for draft mode, just add the hero swap feature together with this. Players will be given some time after the draft to swap and select loadouts.

Now the problem will be that there're too few slots. I don't know why Blizzard won't give us more slots, not even an option for them, but if it's due to server capicity or something, at least give more slots to the heroes in your favourite list? I think that's only reasonable.

I would love to preset my talents.  Even when I am IN games I have misclicked at times, or delayed picking to avoid a misclick while in a big battle (where the talent could have helped a lot).  I look at it like a fantasy draft, where you can check your queue your favorite player in case you step away.  I would love to do that in HOTS.  You don't have to pick your entire build, but you could just queue up the next couple talents.  You might change your mind based on what the enemy picks, but then you either need to uncheck the queue or never queue in the first place.  Make it up to the user.

If you had something queued, the talent pick could still pop up, but maybe if you just hit enter or space bar or something, it accepts the pre-selected talent.  Alternatively you pick a different talent (no enter confirmation needed).  I wouldn't want to make the confirmation too lengthy as the point is to not interrupt play (beyond the DC issue).

 

It could also help avoid situations where you end up without a tank because the person builds 'wrong'.  I have been in tons of drafts where you ask for a tank, someone picks Varian, then surprise they are twin blades!  If they had it queued you could maybe head that off and correct it before the rest of the game becomes toxic.

 

Edited by ArtVandelay
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Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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