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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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      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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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