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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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      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
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    • 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
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    • 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
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