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A New Look for Stealth in Heroes of the Storm

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The official blog post with developer insights about the new Stealth update and upcoming Hero changes for Nova, Valeera, Samuro and Zeratul.

At BlizzCon 2017, we learned about upcoming changes to the Stealth shader and now the Live Design team is back with reasoning and explanation behind all the changes that will come to the game as part of the 2018 gameplay update. Don't forget about the 2018 gameplay update Q/A this Wednesday.

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As part of our 2018 Gameplay Updates, we’re making significant changes to how Stealth works in Heroes of the Storm. We’ve outlined those changes below, along with some reasoning and explanations behind the changes from the Live Design team.

What’s Changing and Why:

Making the decision to change the way stealth works in Heroes of the Storm wasn’t an easy decision. While we recognized that stealth Heroes in their previous incarnation did a great job of fitting the fantasy of their characters, we also identified that the stealth shimmer visual gameplay was extremely hard for a significant number of players to see, and was ultimately just an eye test for the opposing team. Previously, if the opposing team could quickly spot the enemy stealthed Hero, they gained a significant advantage while the stealthed Hero was left with very few options for counterplay. On the flip side, against a team that consistently failed to spot the shimmer, stealth Heroes could dominate the match and force players into a very passive and not-entirely-fun playstyle. Due to this, there was also a large disparity in the power level of stealth Heroes at different ranks of play. In uncoordinated Quick Match games, stealth was king. However, in high-level ranked play and esports, stealth Heroes were much weaker and hardly ever seen.

With our upcoming changes to stealth, we want to remove the “eye test” mechanic and give both stealth Heroes, and the opposing teams, a better experience in matches. Here’s how:

  • New Visuals:
    • The stealth shimmer visual effect is now much easier to spot when you’re facing off against stealthed Heroes. With this change, we want to shift this power away from that ‘eye test’ and encourage more strategic use of stealth. Some important things to note are that stealthed Heroes will still be hidden on the minimap, and they still cannot be directly targeted by abilities. You must still hit them with an aimed attack if you want to break their stealth.

Heroes_PanelAssets_Stealth_Comparison.gif

  • New “Invisible” state:
    • If a stealthed Hero remains immobile for a short amount of time (currently 1.5 seconds) they will become “Invisible” and will not display any outline or visual effect until they move again or are revealed by dealing or taking damage. Our goal with this addition is to bring back some of the uncertainty when playing vs. stealth Heroes that we’ve lost with the more obvious stealth visual effects. If a stealth Hero maneuvers carefully and plans ahead, they could be hiding anywhere… even right next to you!
    • To avoid some bad gameplay situations, we’ve also implemented a couple of exceptions to this new mechanic:
      • Stealthed Heroes cannot become Invisible on active battleground locations (such as an active Volskaya Foundry capture point) and are removed from invisible if the point becomes active with them present
      • Stealthed Heroes cannot become Invisible on Mercenary capture points once the camp has been defeated.
  • Changes to “Unrevealable”:
    • Before, “Unrevealable” is a state that exists where you cannot be broken out of stealth. While in this state, we hide your stealth shimmer much like the new “Invisible” state. This mechanic exists on several Heroes, namely Valeera and Samuro, when they first enter their stealth states. Now, “Unrevealable” remains unchanged in that the Hero cannot be removed from stealth during the duration, but we do not hide the stealth visual effect. The only way to hide completely during stealth is through the new “Invisible” state. Unrevealable was implemented as a way to give a character like Valeera a chance to use her openers in combat – without it, she could be immediately broken from her stealth and lose her second set of abilities. We wanted to keep that while allowing the opposing team to keep track of her movement.

Updating Stealth Heroes:

With the easier to spot stealth visual, we’re not only hoping to alleviate the oppressive nature of stealth Heroes in Quick Match, but we’re also opening up the ability to enhance these Heroes kits and roles since a significant portion of their power no longer relies on them going unnoticed in combat. With these updates, we didn’t want to just do straight number buffs, but rather wanted to see if we could give these characters some new tools and tricks to play with. You can check out the highlights below or read the full patch notes from the PTR here.

  • Nova:
    • Nova now starts with a new active (called Ghost Protocol) that she can use to immediately enter Stealth (Default Hotkey: 1) that also spawns a Holo Decoy at her location. Additionally, Nova now gains a significant movement speed boost when stealthed (currently 15%). These changes should allow Nova to position a little more aggressively and have some opportunities for escape if she is caught.
    • The Snipe Master talent is now baseline to reward careful positioning and aim without having to sacrifice a talent tier.
    • Holo Decoys now do a small amount of Nova’s damage baseline, and use a smarter AI system. Since Nova’s position will be much more apparent in the new system, we know that Holo Decoys would be much less effective as a confusion tool. With the new smarter clones and added damage, they might fake people out a bit more, add a bit of confusion, and can also be used to dismount enemy Heroes, prevent objective captures, etc.
  • Samuro:
    • With Samuro’s update, we wanted to play up the “3-card monte” gameplay that we originally intended for this Hero. Samuro should keep his opponents guessing as to which of his images is real, then “reset” using his new Trait once he’s been discovered. To that end:
      • Samuro can now control his positioning when making new Mirror Images with the real Samuro always spawning towards your current mouse location. This allows more aggressive and calculated plays since you have much more direct control over your positioning.
      • Samuro can now swap positions with one of his Mirror Images using his new Trait, Image Transmission. Choosing the Illusion Master talent will now greatly reduce the cooldown of Image Transmission.
      • We’ve shifted a significant portion of the damage dealt by Mirror Images into Samuro himself, since we want to reward players who can successfully utilize his new trait to reposition and confuse the enemy.
  • Zeratul:
    • Before these changes, Zeratul was the most competitive Stealth hero in high-level play, and didn’t require as much tuning to normalize across all levels of play. However, we saw an opportunity to make some tweaks and add a couple of fun new elements to his kit:
      • Zeratul now has the Vorpal Blade talent as a baseline ability, granting some extra mobility and letting player pull off some extra-flashy maneuvers.
      • We’ve added a new Heroic Ability in place of Shadow Assaault, Might of the Nerazim, that was designed with the goal of competing with Void Prison and playing into the technical playstyle that makes high-level Zeratul players shine:
        • Might of the Nerazim Passive: Each time you use an ability, your next basic attack deals bonus damage. With this passive effect, Zeratul  players will want to weave basic attacks in between abilities for maximum effectiveness.
        • Might of the Nerazim Active: Your Heroic Ability button (Default: R) becomes the last active Basic Ability you used. If you Blink in, your R is now Blink. You’ll want to pay extra attention to the order in which your abilities are cast. Another Cleave is a great source of extra damage, but what if you had a second Blink to escape the fight with your life?
        • Might of the Nerazim Storm Talent Upgrade:  Might of the Nerazim resets the cooldown on ALL basic abilities when used. After choosing this, Zeratul players can weave in basic attacks between all of their abilities, press R, and do it again!
  • Valeera:
    • When considering Valeera, we decided that having two sets of abilities, a number of utility openers, as well as an on-command stealth meant that she already had a lot of really cool things going on and didn’t require as much work as some of our other Heroes. However, we did feel that Valeera was likely to be the most impacted by the stealth visual change since she has melee openers and no gap-closing abilities. In order to address this, we implemented the following changes:
      • After remaining in stealth for 3 seconds, Valeera’s openers teleport her to the enemy.
        • With this new gap closer, opposing players are still able to see Valeera coming and react, while Valeera players can use quick maneuvers and careful positioning to still get the jump on enemies.
      • We’ve reworked her openers from stealth to be less about stun-locking an opponent and burning them down, and more about having options to shut down enemy damage dealers.
        • Cheap Shot: We’ve significantly reduced the stun duration, but added a blind to counter Heroes that rely heavily on Basic Attacks.
        • Garrote: To help in shutting down Supports and Assassins that focus on casting spells, we’ve buffed the duration of Garrote’s silence effect.
        • Assassinate: We’ve cut out some of the damage of this ability, but added an armor reducing effect. This should help Valeera take down more durable targets with the help of her team.

We hope you’ve enjoyed this detailed look at the Stealth changes we are making in Heroes of the Storm. As always, please let us know what you think in the comments below and we’ll see you in the Nexus!

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I feel like this destroys Valeera's identity. She has a lot of movements and abilities based around moving around in stealth. When you can see her outline it's basically asking for CC

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I don't hate that they're changing stealth but from the games I've seen and from talking to others, I think the new shimmer is too much of a change. Nubkeks made a video on the changes that I completely agree with. I agree that tweaks needed to be made to stealth as a mechanic but with these changes it doesn't feel like stealth anymore, it feels more like a pseudo-blind applied only to people targeting you. Then again I never really played a lot of the stealth heroes so maybe its just a matter of mastering the changes. Time will tell.

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So in few words: Stealth players will have to think more carefully before committing.

As someone who plays on a very small screen and lags a lot, being easier to see stealthies is a big plus.

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I've a lv 104 Valeera and to me if they make me pratically visible as anything else they shoulda triple my damage because with that outline even a blind can see me and i won't land any damage teleport or not.

The stealth role is usaully go deep in backline and attack vulnerable targets but what happens if i go in the backline with an outline that even a blind can see...

I think they need to at least double the damage of all those heroes to balance how hard will be play being completely visible heroes that are made to target backline , because if the stealth is like this you can only target tanks at best or melee heroes no more squishy heroes that have tons of aoe and will kill you before even be in range to hit them

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It also is a nerf to all those "detect" counterpicks, namely Tassadar.

I would much more prefer a ghost protocol on D, but then I can change that myself...

Edited by Koxsos
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Yes,we saw big changes in heroes since hots2.0 but this one looks like removing 4heroes and stealth system from game and add new ones.. I hope they know what they're doing because it will change many things and i can't wait to see people's reaction and also see will people use them on ranked like past or no..

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Stealth was always problematic, hard to balance and a constant source for hate, disappointments and bad mood.

I'm not sure this change will make it much better but I hope so.

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a bunch ob BS.  I'm a pretty new player and none of my friends is at any high rank, most are bronze or like me, haven't even finished or started the 10 games to get ranked first, and NO one has any trouble locating stealthed heroes, IF we are actively paying attention and looking for them.  this change feels like they make stealthed heroes pointless and dumb down the game. sorry.

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Uncommon Patron

Valeera seems she got a buff despite the invisibility rework because teleporting nullifies stealth visibility AND now she has a blind as well not to mention armor reduction that allows her to take on every hero. She literally has an ability for every type of hero.

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12 hours ago, Caldyrvan said:

Stealth was always problematic, hard to balance and a constant source for hate, disappointments and bad mood.

I'm not sure this change will make it much better but I hope so.

I think it will definitely make it less frustrating for new players, yet more rewarding to the stealthies that really know how to position themselves and gank properly; now they will have to think twice before commiting to any action instead of just diving on the backline and shredding everything. Let's see how the reworks work out.

From playing around with Valeera on PTR you actually pull insane 2k damage combos, and I'm not gonna even start with Zeratul with his new Heroic and baseline Shadow Assault... SO MUCH BURST.

Edited by Valhalen
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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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