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Oxygen

Of the Relevance and Usefulness of Performance-Based Matchmaking

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One of the biggest changes announced at BlizzCon 2017 was the introduction of the performance-based matchmaking system for ranked game modes in Heroes of the Storm.

In a nutshell, this new system seeks to quickly adjust individual player matchmaking rating (MMR) by using data from past performance, other players, and a number of other unspecified systems. Unfortunately, players quickly found out how flawed the system was upon receiving seemingly unjustified penalties to their MMR despite perceived strong performance, and ultimately figured out how to game the system to maximise their gains by exhibiting counterintuitive in-game behaviour.

And unfortunately for Blizzard, the release of the system coincided with other “bugs” that affected placements and general matchmaking, which exacerbated the problem. Not one but two placement match history resets have now been performed. Blizzard claimed that the issues were not related to the new performance-based matchmaking system, but the system in question has been disabled for three days at the time of writing. I can’t help but to wonder why the system was disabled if it in fact wasn’t part of the issues, but I’ll offer Blizzard a highly skeptical benefit of the doubt for now. They need all the help they can get.

However, I’m not here to criticise Blizzard’s course of action, which I believed to be reasonable and timely enough, if not a bit opaque. I’d much rather look into the very existence of the performance-based matchmaking system. I’ll start by going over some of the comments made in the official system announcement linked above.

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The team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank.

I must admit I was not ready to respond to a “we know it works, but we’re changing it anyway” approach. Leaving aside the obvious flaw in basic argumentation theory, I know how frustrating it is to have a strong performance and still lose; I’ve certainly been there before. But, in general, players need to be groomed into being able to look at the larger, statistically-significant picture. If you consistently perform well and are never the cause for losses, you will rise. After all, the opposing team would have 5 chances of “messing up” whereas yours would only have 4. This means that if you can maintain an approximate 55.5% win rate, you know you’re good. (That approximate 55.5% value comes from 100 - 4 / 9 * 100; this calculation essentially compares each team’s chance at a liability if you’re never a negative factor, hence why it only take 9 players into account and giving each player an approximate 11.11…% of the responsibility for losing.). If your win rate is actually higher than that, you may even be good enough to even make up for negative factors on your team. That’s powerful, and certainly doesn’t require any fancy system to work, even in a team environment, unlike what Blizzard seems to be claiming. Even if your impact is small, you still have an impact.

However, I don’t want people to get me wrong here; in theory, I think that the idea of a performance-based matchmaking system is great, though just not for the purpose of long-term MMR adjustment. If Heroes of the Storm did have a way to accurately identify high- and low-level players, the matchmaking experience would be vastly improved for both groups: high-level players would no longer have to endure low-level players with high MMR uncertainty, whereas low-level players would no longer be thrown into victimizing and soul-crushing matches. Higher match quality promotes player retention; player retention is profitable for everyone.

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What differentiates a highly skilled player on a given Hero isn’t always obvious, though.

In a complex game such as Heroes of the storm, is it ever? The system is claimed to be “dynamic”, which means that, over time, it reevaluates how it defines skilled play for a given hero as it is fed new data. However, in practice, I just don’t think "skill" is something that can be reliably measured by in-game performance data alone. Nor should it be. Let us draw comparisons between Heroes of the Storm and chess, which has used a similar matchmaking system known as ELO for some decades now. In chess, what would you say matters most between the two following statements?

Claiming multiple pieces without trading your own?

or…

Focusing on claiming key pieces during key moments?

The answer is “it depends”. Although both tactics may lead to victory, the first style is opportunistic whereas the second is analytical. Unfortunately for the second player, their strategy would be much harder for a performance-based system to evaluate; how would it know what defines a key piece, let alone a key moment? The first approach is mathematical; one is better than zero and, generally, “free” trades correlate with winning, which is more or less why they are inexistant at a high level chess unless intentional.

In chess, you aren’t rewarded for losing less, and the reason for this is that the underlying ELO system is robust and self-correcting; rating resets don’t occur every couple months, let alone twice in a week, and rating gains and losses are small. Of course, the ELO system isn’t beyond reproach, but I think it’s fair to say that players understand that long-term results are what matter, not individual game results. And, it doesn’t run the risk of overvaluing Queen taking Rook because of insufficient or misinterpreted data.

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Queen literally takes Rook during a Tribute fight. Siege damage is important to Zagara, says data.

As you can tell probably tell by now, I’m very skeptical about how such a system is supposed to evaluate what differentiates a highly skilled player, period, regardless of what hero it is they’re playing. Here’s a concrete example of what I mean by that: Although I don’t consider myself to be a particularly strong mechanical player, I have always managed to maintain a rather high win/loss ratios, for a team game, back in my active days anyway. Why? I’d be lying if I didn’t say that many of these victories weren’t simply due to outdrafting opponents, clear non-confrontational shotcalling, encouraging teammates, defusing infighting, taking every match seriously, knowing when and why to engage, going over mistakes, and generally making powerful macro decisions. On top of being that one weird guy that says “can play anything*, prefer assassin or specialist, let’s try to ban x and pick y.” Doesn’t reading that first thing in any given lobby instill confidence in the rest of your teammates? I bet this translates into wins every once in a while, so why not do it?

I tend to thrive on waveclear tanks with strong engaging power because they let me decide exactly when a minion wave needs to push or when an enemy hero needs to die despite low mechanical ceilings.

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And now you know how to ban me out.

*…whereas I couldn’t outplay most of my opponents to save my life. I accept my fate as one of the worst Illidan players in existence, and I’m fine with it.

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I have nothing to add, your honor.

The great irony here is that none of the aforementioned elements that I feel make me, and probably many other players, reasonably strong are – nor can be – taken into account by any automated system because they’re simply too subjective. Why exactly am I being punished for not mindlessly using my abilities on-cooldown and padding my numbers? We get it; dealing damage is important. But what about useful damage? How can that ever be taken into account by a machine? This might sound like an argument from incredulity but, as I see it, we have plenty of evidence to conclude that the system isn’t quite working as intended.

Of course, within this system, winning is still what matters most, and by far. Fortunately for me, my skillset does tend to translate into wins. But obfuscating one’s point gains and losses behind questionable variables is going to, at best, confuse players, and at worst, breed harmful behaviour. These two consequences have already been observed.

TL;DR:

A solid performance-based matchmaking system can have positive effects on matchmaking by allowing players to find their appropriate MMR faster. However, what defines a good player in a complex, team-oriented game goes well beyond what any data collection system can collect, interpret, and use. In its current state, the performance-based matchmaking system is at best unnecessary and at worst obfuscating, and ultimately risks breeding harmful player behaviour.

I’ll allow myself to end on a bit of wisdom: If you play to improve, you’ll never lose a game in your life. And the sooner you quit worrying about your rank, the sooner you’ll be able to focus on what really matters.

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The primary problem with this individual performance is that HotS is so team-oriented that sometimes you have to do what seems like the wrong thing to give your team the advantage.

 

Sometimes you NEED to overextend and push a lane, threatening it to pull opponents away from an objective to deal with you. Sometimes you need to soak and not fight over the objective to give your team a quick level/heroic bonus over the opponents. Heck, sometimes you need to overextend in a team fight just enough to pull an enemy into range of a Garrosh toss or some other ability that will then punish them for taking the bait.

 

Computers don't recognize plays like this for what they are. They see it as performing badly and punishing you for it. Computers don't recognize sacrificing the body for the ball. They only see mistakes or successes as they have been programmed to recognize.

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@Tarvesh

You are absolutely right. Games that are as team oriented like HotS do require those plays that seem like just being stupid and suicidal if you want to perform at the highest level. You see it all the time and they yield incredible results when communicated well, not on a personal level, but on a team level.

 

Furthermore, it becomes even harder to measure with this individual performance system when you have specific team compositions where you play a support as a sacrificial pawn instead of actually playing support. The individual performance system will check your performance compared with other people playing the same champion and go "lol this dude died 4x more often than the average" while those plays actually gave you great success for your team.

 

Team-based games are best played in a pre-made team and simply measuring the teams win rate vs other teams. It requires the least variables of performance (How often do you win?) and it is always very consistent (Because you play in the same team all the time).

 

I get the individual performance system, people like to solo queue or test out new champions without dragging down their pre-made team or experiment with different styles etc. There's tonnes of reasons to play solo, but an individual performance system will only work if you have a mastermind team that's capable of making a formula that's "all-compassing" for all the variables involved. And that's just incredibly hard to do without a neural network self-learning AI like Deepmind Alpha Zero that gets data from millions of matches played.

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9 hours ago, Oxygen said:

I accept my fate as one of the worst Illidan players in existence, and I’m fine with it.

Don't you worry... I'm worse, though for some reason I still like to play him :P

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I know it sounds tempting to say that, if you're always good it doesn't matter if you lose games because of your team being worse than you are, but that's simply not true, no matter how much you and I wish it was. MOBAs by nature are team-based games, you MUST team up and work in conjunction with your teammates in order to succeed. This is why it's so difficult to succeed, and why it's so frustrating for players. Not only you have to be individually good - by yourself -, you ALSO must be good at working with others towards a common goal. If players are already challenged at and are bad enough playing by themselves, you can imagine how bad they get when they try to work with other players as bad as themselves.

Also, you're always making an impact, but if you're playing bad, or even if you're playing good but NOT in conjunction with your teammates, you're not making a POSITIVE impact in favor of your team anyway. You may be an assassin with a wonderful KDA ratio, but if you're not neutralizing that enemy hero who is positively "making the game" for the opposing team, you're not going to tip the scales and change the course of the game anyway. If you're a pusher specialist, and you're not capitalizing on the other team's mistakes to push and create an advantage for your team, doesn't matter you have a decent or even great KDA, you're failing. You're not doing your thing.

This is just like soccer. If you're the best midfielder of the world, like Messi, or Maradona, or whatever, if you simply cannot play together with the rest of your team (or conversely, if they cannot play together with you), you will fail and you will lose the match anyway. Ever wondered why Messi is so good while playing for his team, FC Barcelona, but when playing for the Argentinian national team, he loses in the end, no matter what? Players who are "exceptionally good" on their own can carry their team only to a certain point.

Being "individually good" at MOBAs (not taking the teamwork factor of the equation into account) is already hard enough as it stands. It seems (I say this from personal experience) that most players simply won't take MOBAs seriously. They won't take their sweet time doing their research on their heroes of choice, they maybe know 1 or 2 good builds, but they won't know when to use each. They won't know how to ADAPT, how to draft and outdraft other players. (On a side note, this is a big deal of why I hate the so-revered QM mode in this game, because there's no drafting whatsoever involved in it). A proper drafting phase, where you successfully outpicked and counterpicked the other team, has already decided like 50% of the match's outcome in your favor, even before the actual match starts. But for whatever reason, most players don't know how to draft properly. Even if they are genuinely interested and willing to learn (and I'm not saying that of most), it simply takes a good time of learning and acquiring such experience.

Now there's the big question. Are we players being rated by our individual performance, or by our performance as a team? Or maybe a mix of both? Any form of player ranking system should consider BOTH. If players are individually good but they can't coordinate and work together, they will always get dragged down by poor players. On the other hand, if players in a given team can somehow consistently win games, even if with some internal struggling, it will mean they only have to focus on winning at all costs, which is nice and all, but won't properly measure how good each of them are, and their common rank will not reflect their individualities at all.

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The only fact that is known about the performance based mm is that nothing is known about the performance based mm.

 

All conversations and forum posts like this are only assumptions, suggestions, even far from being called an attempt of a thorough analysis. To be sure and certain what the system is capable and incapable of, one must know exactly it's mechanism. At this point, unless you are a pbmm developer, this is not the case. 

MMRsystem is a number of interacting components, not a whole and inseparable thing. Problems in one of the components can disable or cause malfunction in others, this is why blizz might not be lying about new MMR being not the culprit.

And new MMR is a new  very complex self-learning component in an interconnected system, so rough starts should not surprise you. If they do, you must be not realizing entirely the complexity of this introduction.

All in all, I'm not arguing or proving Oxygen wrong, he might turn 100% correct in the end. All I'm trying to say is that it's probably a bit too early for such statements and such posts.

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I reckon it may be completely impossible to accurately assess how good a player is in a MOBA game. I will talk a bit about Dota 2 here because you don't have something as complex as "wards" here in HotS. But, as you may know, in Dota 2, you have wards, which are used to give vision of the map to your team (in HotS, you have Gall's wards and scouting drones from certain heroes like Raynor, Malfurion, etc, but those are all easily seen and destroyed). There are also sentries, which are similar to wards, but don't give much vision, instead they give DETECTION, to detect invisible heroes or units (including enemy wards) in the surrounding area, so they are often used to deward. Thus, in a typical Dota 2 match, along with the war between the heroes, the ganks, teamfights, and pushes, you also have a "warding war" (at least when both teams are decent) played along. It's a war within a war, so to speak. 

The supports are supposed to buy wards; the carry heroes are supposed to get more powerful (and expensive) items to do their job and kill the other team efficiently and/or survive teamfights, so they are not expected to spend their gold in wards. Thus its a part of the supports' job not only to heal their allies and save them from danger, but also to give valuable map vision to their team. It is expected of a good support to spend a considerable portion of their gold in wards. But does that mean that the support who buys 50 wards in a match was better than another support in that same match who bought only 10 wards? No. Why? Because the one who bought only 10 wards may have provided more USEFUL mapvision to his team; maybe the other guy who bought his 50 wards was just a troll who wasted his wards by planting them around his fountain where no map vision was required. But the game itself has no way to know WHO provided more vision for his team, only the one who bought the most wards. Thus, if the game uses this information to assess players as "good/bad supports" (which is not confirmed, but maybe rumored) it would be surprisingly deceptive.

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13 minutes ago, Leadblast said:

... But does that mean that the support who buys 50 wards in a match was better than another support in that same match who bought only 10 wards? No...

Likely not, but you can create approximation if in given timeframe hero that was spotted was involved in takedown (be it theirs or yours) or maybe even something else important, of course it's not 100% correct, neither is current MMR.

Edited by SleepySheepy

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13 minutes ago, SleepySheepy said:

Likely not, but you can create approximation if in given timeframe hero that was spotted was involved in takedown (be it theirs or yours) or maybe even something else important, of course it's not 100% correct, neither is current MMR.

It's really hard to translate that kind of info (how well are you warding) into hard numbers. You maybe are warding correctly, but maybe the other team is aware of your efforts and simply aren't willing to commit into teamfights in the area they suspect is being warded by your team. Maybe you're warding correctly but you're also being dewarded by the enemy support as well. Or maybe you're warding well and all and not being dewarded yourself, but the enemy has simply better ability to survive and/or escape from teamfights (like let's say you're providing good vision, but not detection, so they can just stay invisible in the warded area without you knowing it) so they can and will commit into teamfights, regardless of you having better vision of the field over them. However, you can see that "how well are you warding" has a BIG impact in the game (in most cases anyway) and it can be indirectly measured, in a way, by seeing how well your team performs in teamfights, which in turn contributes to winning the match.

Edited by Leadblast

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5 hours ago, Jonar said:

The only fact that is known about the performance based mm is that nothing is known about the performance based mm.

 

All conversations and forum posts like this are only assumptions, suggestions, even far from being called an attempt of a thorough analysis. To be sure and certain what the system is capable and incapable of, one must know exactly it's mechanism. At this point, unless you are a pbmm developer, this is not the case. 

MMRsystem is a number of interacting components, not a whole and inseparable thing. Problems in one of the components can disable or cause malfunction in others, this is why blizz might not be lying about new MMR being not the culprit.

And new MMR is a new  very complex self-learning component in an interconnected system, so rough starts should not surprise you. If they do, you must be not realizing entirely the complexity of this introduction.

All in all, I'm not arguing or proving Oxygen wrong, he might turn 100% correct in the end. All I'm trying to say is that it's probably a bit too early for such statements and such posts.

Agreed! Only time will tell how well this goes and regardless of the outcome it will give Blizzard information/ data to work with in the future. HoTs can only improve (I hope)! 

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First of all, sorry for my English, but I want to explain my opinion. Even Hots is a team-based game, many players play it as alone player in a random group, and the mmr is an individual measure. In low ranks the diferrence can be high and many times, that players of bronze, silver and gold... ranks are casual and semi-casual players than not play too much in a seasson. For that players is a reality to loose many games in a row becouse of a single bad player in a team. That players can't play hundred of games to feed a good ELO kind system, in that case the Performance-Matchmaking is a great tool. Ok maybe that players are not so impresive as the higher ranks but are the most great pool of players of that game.

Now, if you are a cassual player and are spotted in a bronze/silver rank but with time you learn and become a gold-level player, surely you never go out of bronze league as you can play enough games in a season to level up the rank with the actual system that fails in low diferences of level between ranks.

Surely Oxigen opinion is good in higher ranks or for more competitive players, but them, even be the most important reference to balance the game, are the 20% of actual players and I think that tool is more for the other 80%.

Thx for read.

 

Performance-Based Matchmaking

Edited by TDworD

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7 hours ago, TDworD said:

Now, if you are a cassual player and are spotted in a bronze/silver rank but with time you learn and become a gold-level player, surely you never go out of bronze league as you can play enough games in a season to level up the rank with the actual system that fails in low diferences of level between ranks.

That's unfortunate, but systems based on statistics actually need statistics to function at all. If you don't play enough games, what's the system supposed to do for you? Hold your hand and say, "hey buddy, those three games you played over the last month and a half were great, here's your gold medal?" At some point, you have to realize that if you can't put time into the game, you're probably better off not expecting a spot in the Pantheon.

Performance-based matchmaking adjustment, you say? Sure, but then, we go back to the problem I underlined in the article: if a player is improving through untrackable means, such as better leadership or drafting, how is the system supposed to account for that and "help" them reach whatever rating they should be at? Performance-based matchmaking only helps performance-based stats.

7 hours ago, TDworD said:

Hots is a team-based game, many players play it as alone player in a random group, and the mmr is an individual measure.

Yeah, and that happens to be how it currently is. Great! If you're better than player X, you'll probably win more often, and your MMR will rise accordingly.

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5 hours ago, Oxygen said:

That's unfortunate, but systems based on statistics actually need statistics to function at all. If you don't play enough games, what's the system supposed to do for you? Hold your hand and say, "hey buddy, those three games you played over the last month and a half were great, here's your gold medal?" At some point, you have to realize that if you can't put time into the game, you're probably better off not expecting a spot in the Pantheon.

We need to take in account that each season is over 3 months (92 days), if you have a consistent 55% win ratio that means that over 100 games you will gain 55 and loose 45 that means a 10 full victorys and a gain of 2000 rating points, thats 2 ranks, from silver 3 to silver 1, if you are a silver player and want to raise to gold you will need over 300 games with the actual system, that's a lot of hours playing for a casual player, that makes raise a rank more a how many games can you play more than how good you are.

Remember the Nostromia challenge. A Gand Master needed to play hundred of games to raise from bronze to platinum (not count To Grand Master) with a win ratio much higher than the other mortals.

The Performance-based matchmaking only speed-up the process. Yes, the system will not be perfect and may risky plays will not be correctly reflected by the system, but in a statistical point of view, that risky plays are a low percent of all gameplay so the system will anyway speed-up the player even if it can't correctly evaluate all plays. For me it's ok if the system is disabled for higher ranks, I think in premade teams and high ranks that system will make almost no diferences as the diferent level of play in all teammates is very low, so disabling it no matters, but in low ranks I think can be noticeable.

Edited by TDworD

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In my opinion. At least KDA ratio is quiet balanced statistic parameter for measuring. If we got a lot of games with statistics and player doesn't  maining Abathur or something like that. Also KDA for different heroes can make sense. I read a lot of whining comments on reddit from platinum-diamond players, who placed to gold-silver. I have checked profiles just for interest multiple times and I often see something like Jaina-mainer (300+ game) with KDA 2.5-3.0 with her. I saw Guldan-mainer(1000+ games) with same KDA. I am just curious, is it really normal for "skilled" platinum/diamond player to have such KDA on ranged DD?
KDA can't be the main skill estimation in concrete match, because maybe someone was always late on quest but got some kills. But on long distance, better KDA just means better probability to win quests and to win entire game, because, more you kill, less you die - easier to win quests.

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Using only KDA as a parameter is misleading as well. There are lots of heroes which will just die against their natural counters but maybe they can still contribute to their team by pushing, helping in teamfights or whatever. Conversely, you can contribute nothing to your team and still have an apparently wonderful KDA on the surface (maybe because you're feeding on an opponent who is deliberately feeding or otherwise putting himself in a disadvantageous position). You can be a Genji bursting down a Sylvanas 14-3-0 in a distant lane of the map and still not helping your team while the opponent's Jaina + ETC combo is wrecking your teammates every single time they try to acquire the objective. etc.

 

tl;dr it's difficult for them to make a MMR system. However, things like Quick Match mode which only serve to distort statistics simply have to go.

Or at least should not be considered for statistic purposes.

Edited by Leadblast
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I will make a case for the automatic systems, though I think they can be skewed in some cases:

 

A machine learning algorithm should not be underestimated, given enough data it can find surprising things. I heard on a TED talk an AI could be made to predict sertain kind of seizures based on the latest Facebook posts. Machine learning is a big topic...

Such algorithm does not need to play the game itself, it just needs to find out what are the player actions that almost all the time resut in a win.

As for the data itself, my personal guess is that Blizzard saves the whole games on their servers, at least for a short while.

 

Secondly, as long as the algorithm is not public we can only speculate before it's live again.

 

Personaly, I think the current system worked fine, certainly better than the matchmaching in other games, and didn't need a radical change.

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Is it now a flat 200 points you win/lose every match? Where does that mmr kick in then? I used to be ranked a lot higher then my current rank, now I'm with players picking Nova and likes as first pick, and it seems impossible to get out of the lower league swamps.

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14 hours ago, decHunger said:

Such algorithm does not need to play the game itself, it just needs to find out what are the player actions that almost all the time resut in a win.

This is how AlphaGo works. The game being played on a turn-by-turn basis and being a lot more quantifiable probably helps quite a bit.

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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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
    • By Staff
      Blizzard today released a new Heroes of the Storm patch and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. 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
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. 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 250. 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 of Demoralizing Shout and Parry are 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. 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. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. 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. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. 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 Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. 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. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. 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. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. 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 has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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 Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. 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
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. 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: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. 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 250. 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 of Demoralizing Shout and Parry are 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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!
       
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