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Developer Insights: Double Support Team Compositions

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In this week's balance patch, Blizzard is making adjustments to Support Heroes to eliminate the prevalent double Support team compositions.

Quote

"It's possible that double Support has always been the "best way" to play, and the community has been trending in this direction for a while."

TL;DR:

Starting November 28:

  • Support Heroes will have a weaker wave clear.
  • The Damage / Healing Done / Health of Support Heroes will be decreased by ~5%.

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

The official blog post below offers reasoning behind all the changes.

Blizzard LogoBlizzard (Source)

Over the last several months we’ve seen double Support team compositions become more and more prevalent in all levels of play, including esports. While we think this is an okay strategy to see some of the time, we are currently seeing too much of it and will be making some tuning and design changes going forward to address its over-prevalence.

Before diving into the specific changes and reasoning, we'd like to provide some context on double Support and our current stance:

  • We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support. They need to be paired alongside a healer. This is totally fine! We are perfectly okay with these characters showing up in double Support comps (because otherwise they wouldn’t have a team composition they fit in).
  • We are mostly trying to move away from the “double healer” team compositions that we are seeing so commonly. Like everything, double healer is okay in moderation, we just don’t want this to be a common strategy that doesn’t care about map, enemy team composition, etc.
  • Most team compositions right now are setup as the following:
    • A tank for your primary front line
    • A bruiser or second Warrior as a secondary front line
    • A healer to keep your team alive
    • This leaves 2 spots on a team, and with one of those commonly being occupied by another healer or Support, it means we only see one Assassin. This also forces Assassin picks to be into a smaller subset of ‘hyper carries’ such as Valla or Greymane. While these characters are cool, we really want to create some space for Mages and other characters to shine as well.

Along with the above, we wanted to touch on why we think we’re seeing double Support more now than in the past:

  • About a year ago we introduced a new Armor system. This system ultimately made a lot of Warriors more efficient heal targets, and we mentioned that we planned to go through and remove some healing from Supports when we first implemented the system. This is a change we never ended up doing, so we’re looking at taking care of it now.
  • We’ve also been going through all our characters and trying to focus them with specific strengths and weaknesses. While this goal is important to make sure that all characters feel and play in a unique way, it’s also likely made double Support more powerful. Uther, for example, has the weakness of being an inefficient long-term healer, but can prevent tons of burst and keep allies alive during critical moments. If you pair him with someone like Lúcio or Auriel (healers with high efficiency) then you get the best of both worlds; you can prevent burst and out sustain the enemy team. Essentially these healers have more powerful strengths and complement each other’s weaknesses.
  • In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

So, with all of that in mind, over the last several months the Live Design team has been debating how to address this:

  • If we nerf healing numbers, do we just see teams bringing two Supports more often to have enough healing?
  • If we buff healing numbers, can you make due with a single Support, and potentially see less double Support?
  • Should we be buffing a group of characters that we already feel are pound-for-pound more powerful than other characters?

While we’re still actively debating the best solves, we wanted to take a crack at this, so we have a number of changes hitting the Nexus soon.

Here is a general list of changes we’re making to Support Heroes:

  • Weaken wave clear:
    • Cutting a handful of talents such as Lightning Bond on Rehgar
    • In general, making it so wave clear on Supports is worse. This should be an understood handicap for running multiple healers.
    • Your team will have slower lane rotations and less ability to quickly take jungle camps while efficiently soak lanes
  • Decrease Damage by 5%~:
    • This will also help reduce wave clear slightly.
    •  Bringing two healers will mean your team is giving up more damage, hence having less kill potential.
  •  Decrease Healing by 5%~:
    • This will help address the addition of Armor and will simply pull a little bit of healing out of the game.
  • Decrease Health by 5%~:
    • Certain Supports are unusually tanky for being ranged backline characters. Also factor in that they can heal themselves, and they end up being very difficult for the enemy teams to focus fire down.
    • With slightly reduced health pools, we want to put some emphasis back on focusing these healers.

Individually, each of these changes are small. However, we feel the sum of these changes could have a meaningful impact on the meta. We’ll be reading your feedback, playing, and looking to data to see the results of this. We may be making more changes in the future if this doesn’t do enough.

Before closing, we wanted to take a few moments to provide some context around making sure our Healers still feel awesome:

  • We will continue to do talent reworks and Hero updates to all characters, including Supports.
  • We feel that adding interesting “mini-games” for characters to play can create rewarding and challenging gameplay moments. If you’ve had a chance to play Ana, she can have very high highs, and very low lows. While we’re not going to suddenly make a bunch of our healers skillshot based, we have learned a lot from Ana and will be iterating on things moving forward.
  • Speaking of Ana, and more recently Alexstrasza, healers that have a hard time healing themselves push players into double Support strategies more often. Moving forward, this is also something we’ll be looking at. For Ana specifically, we’re exploring adding a self-healing mechanic to her trait, Shrike. While these updates won’t be a part of this initial release, it is something we’re working hard towards.

Thanks for taking the time to read this and hopefully this has provided some context for the massive number of tweaks we are making. As always, we look forward to reading your discussions and seeing you all play with this in the live game.

    - The Heroes Live Team

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"Fixed an issue that sometimes caused players to draft Support heroes." 

I feel as though the 5% nerf across the board as well as other upcoming changes such as the stealth rework are too sweeping and general, and that various heroes will eventually get revisited for a numbers and talent pass, particularly when it comes to differences in kit and roles. Rehgar, for example, was changed to be more like his current iteration after the devs decided he was being taken too much as a backline healer caster; with this nerf, he will go even further back to this old way of being a backline hero, too squishy and not enough damage to do anything meaningful, except that he will be worse off due to the nerfs to Ancestral, the range on Chain Heal and so on, while being in competition with other supports, both old and new, where any differences in effectiveness will be all the more important. That's just one example of how odd some of these changes truly are in terms of swings and roundabouts. 

I'm holding hope that things will feel a lot better once it hits live and there'll be more talent diversity and more varied comps, but overall, I'm just hoping that I'm not deadweight to my team playing something like Tyrande. 

Edited by Plergoth
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The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

Edited by gamerk2

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Seems blizzard just likes to destroy any strategy, any playstyle, anything which is successful  to make game balanced! Well I don't know how long I can deal with these crap updates.. 

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Wont lack of healing just encourage people to play doube supp? lol

8 hours ago, Stan said:

We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support.

And they nerf them too lol. Nerfing Tyrandes dmg which is basically an assassin is a very stupid decision. 
Tassadar was already squishy as he was and the static nature of his basic attacks will make him just harder to play overall. Reducing dmg on both of them is just stupid. They both need their dmg otherwise they wouldnt be a viable pick because they dont bring enough healing/protection.

Ana was already squishy as she was because she had no self-sustain and they make her even squishier. Putting sustain on her shrike seems like very bad idea because in high level of plays Ana rarely even basic attacks, she needs to be safe in the backline and heal people. 

 

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9 hours ago, XeaKon said:

I hope they will not nerf double warrior compositions next as this seems to be the course of action.

They already did and are doing it to warriors.. they are also trying to reduce damage of warriors and improving their tanking in some cases to remove that strategy  too

Edited by MZLICH

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Uncommon Patron

I think they should focus on melee asassins(except Greymane) and buff either their damage or their resistance as bruisers like Sonya and Varian have more resilience while sill bringing enough damage.

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11 hours ago, Stan said:

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

11 hours ago, Stan said:

In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

So it's ok to keep the Double Warrior meta, but the Double Support is "not interesting" to them? Bullcheetos.

Edited by Valhalen
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16 minutes ago, Valhalen said:

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

18 minutes ago, Valhalen said:

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

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I think its strange that to reduce people using multiple healers, they are nerfing healing...

No sane person I've ever played any game with has ever said, "We have enough healing, bring another healer."  Quite the opposite is true.  The strategy tends to be only use as many healers as you can get away with, and replace them with solid damage if you can.

If people are bringing 2 healers along, its likely because they didn't feel they could cut it with just one.  Reducing healing output is going to make people more reliant on heals, not less.

Edited by KimmyM

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13 minutes ago, xevex said:

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

Such as having talents completely removed? 

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28 minutes ago, xevex said:

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

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9 minutes ago, Plergoth said:

Such as having talents completely removed? 

Rehgars talent gives him insane waveclear. I can understand why they removed it.

4 minutes ago, Valhalen said:

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Edited by xevex

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11 minutes ago, xevex said:

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Yeah, that really agonizes me, especially against poke compositions and/or DoTs, where you constantly get chip damage that prevents Alexstrasza from staying on 75% health.

Edited by Valhalen

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This seems like a poor way of getting people away from the double support comps. I'm far from an expert at this game (been playing less than a year now) but a more enjoyable way to push this would be buffing the damage on assassins such that a double assassin comp can put out enough damage that a even double support comp can't keep up. Some people might try a triple support composition but then you will likely see a noticeable drop off in damage which hurts on most map objectives. Also generally buffs are more fun to receive than nerfs. if most assassins and specialists are underpowered compared to supports buff the assassins and specialists.  

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" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

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I can't say I completely understand how nerfing healing will cause people to have less healers. Unless they want dual tanks every game. The sustain is still needed, and nerfing sustain classes won't fix the issue, it'll just make a pirate ship meta where everyone hangs back because they know they don't have the heals to stay in a prolonged fight.

 

I think they should buff heals slightly and do some reworks that allow for some of the healers to stand alone. Alexstraza is a new hero but if you've played her you know she is infinitely better with a second healer. Her main healer builds revolve around keeping her health above 75% and he main heal ability takes a percentage of her life to heal others. If that's not asking for a second healer, idk what is

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2 minutes ago, Mortimmer said:

" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

Medivh is really the true definition of a support, most of his abilities revolve around providing utility and negating damage. He is not a healer though so they stuck him in specialist. Why tassadar is a healer and medivh a support baffles me.

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Quote

To ensure people bring less healers we're nerfing healers to the point a lone healer can't keep up.

Alright. Let's see how this goes.

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16 hours ago, gamerk2 said:

The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

[emphasis mine]

I was with you all the way up to your conclusion - healers are too valuable and the reason is that there are too many assassins?

The part in your comment I bolded is perhaps the best insight in the thread so far: the problem is that healers are mandatory, and the reason for this is that healers exist.

Exhibit A: Riot knows this; their devs have stated repeatedly that they feel "pure healer" characters like pre-rework soraka are toxic to their game design(promoting passive play, long games, reducing champion diversity, etc, basically all the things double support is causing in hots). While I don't play LoL anymore for unrelated reasons (60+ minute games...) I think this design decision is one of their smartest: in LoL supports are tanks, cc mages, siege or map control specialists, and more. In hots, support characters are healers, period, or they won't get picked.

Exhibit B: WoW PvP (particularly arena) was utter horseshit for the first two expansions at least, and dedicated healers were the problem. Even with healing nerfed in arena, healers were freakishly difficult to overcome: being tuned to heal damage from a raid boss meant that no one or two dps characters could actually bring them down without careful cc chain combos. I remember it was a frequent occurrence that you'd finally manage to finish off an opponent's 2 dps, only to spend the same amount of time just standing there waling on the resto druid who can't win but also can't die for like 5 whole minutes. Not exactly thrilling fast-paced pvp.

 

I actually applaud these nerfs because I think they're thinking in the right direction, but I think the real fix is: remove primary healers as a concept from the game. This would be a huge amount of work and require rebalancing basically every hero (besides the full reworks of every support to move them to mage, bruiser, or tank roles) so I don't believe they'll actually do it, but... yeah. that's the only way I see to actually fix the problem of "healers are too good."

Edited by Voltorocks
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I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

Edited by Fliits

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4 hours ago, Fliits said:

I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

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3 hours ago, gamerk2 said:

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

If the maximum mana increases over time as the game goes along, they should remove that. Then, the mana management shoudl stay at the same level throughout the whole game. Maybe a small increase in max mana when you pick you heroic, but at least they should make playing support a more mana management oriented task, rather than one that requires good reaction times.

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

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

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

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

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

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

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

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