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Oxygen

Six Aspects of HotS That Need Improvement (The Aftermath)

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BlizzCon 2017 has been Heroes of the Storm's 4th showing at our favourite yearly event. Those who, like me, were poised for sweeping changes and improvements to the game were left quite surprised by some of the announced changes.

About two months ago, I produced a lengthy article about what I perceived Heroes of the Storm's main weaknesses to be. The article – named Six Aspects of HotS That Need Improvement – was generally met with positive reviews and generated much, much discussion, racking up some 400 reddit comments over a 48-hour period. If you haven't read the piece yet, I suggest you do, as I'll be referring to it quite a bit. Here's a quick recap:

Quote

1 – Heroes of the Storm’s class system puts an inordinate amount of importance on drafting a basic, functional team composition, as individual matches come apart at the seams by design when tanks or healers are not present. The importance of such roles puts a huge amount of pressure on players playing these roles, making them less popular and generally more punishing to experiment with. Quick Match ill-prepares its players for mid- and high-level drafting experiences.

2 – Heroes of the Storm lacks the basic level of transparency other similar games have accustomed players to having. This lack of transparency makes it difficult to assess the quality of the matchmaking system and of balance and design changes. The reliance upon third-party websites for such basic data creates a number of ethical issues.

3 – The reconnection process simply needs to become faster; the dreaded “Reconnection Successful” screen has to go. Players need a way to force the system to put them back into matches if the Rejoin screen fails. AI-controlled heroes need to stop picking talents for you.

4 – Heroes of the Storm’s replay system shares its biggest issue with the reconnection system: Skipping through replays is an awfully slow process. This lengthy initial loading time turns off content producers on top disincentivizes players from reviewing their matches to go over specific events or study certain strategies.

5 – The game’s population is split across six different game modes, which increases queue times significantly. “A player you were matched with has disconnected or left the service” message followed by the need to go through the entire queue again is unacceptable.

6 – Although Heroes of the Storm heavily touts itself as a team-oriented game, I find it rather strange that we still do not have access to a draft hero trading system. Giving AFK players a random hero instead of outright removing them from the game at hand is frustrating.

7 – Bonus issues:

  • I’d like to be able to check out mounts in Try Mode.
  • I wish I could use my Stimpacks whenever I please. As it stands, I don’t open Loot Chests unless I know I’ll be playing for a while, and if I do open a Stimpack by accident, I just ALT+F4 my way out of the game to preserve it.
  • I would love to have an item gifting feature for my teammate’s birthday.
  • I don’t particularly care for the forced MVP cut scene after every single match. I rarely see more than 2 people vote anyway; let’s at least have the option to opt out of it.
  • I’d like to be able to check out anyone’s profile, at any time, if I happen to know their BattleTag.
  • I wish my heroes were available across other regions.
  • Players who opt out of receiving messages from non-friends probably shouldn’t be able to whisper other players.

Although it would be rather pompous for me to assume that my vision of the game lines up perfectly with Blizzard's, I was left rather shocked to see that none of the aforementioned issues were actually publicly announced. I specifically say publicly here because some more upcoming changes were in fact discussed during interviews, but were either judged unimportant or not quite ready in time for BlizzCon. The changes that were instead officially announced are as follows: 

  • Structure ammunition removal.
  • Regeneration globes rework.
  • Map objectives reorganization and standardization.
  • Stealth mechanic and related heroes rework.
  • Performance-based matchmaking.
  • Camera distance improvements.

These changes – most of which seem to be aimed at improving new player gameplay experience – are good for the most part, if not a bit unexpected.

My BlizzCon 2017 experience would then become one of hunting down developers and engineers alike to try and figure out what exactly was going on behind the scenes to ultimately see whether or not something was going to be done about the issues I discussed (or if something could be done at all). 

Without further ado, here's what I learned.

I) The Class System

The class system will be expanded to include 7 roles instead of 4. Specifically, warriors will be split into bruisers and tanks, and supports will be split into healers   and "true" supports (Tassadar, Tyrande...). The 7th category was not discussed, but I expect it to split assassins into two more categories which would include ability-based damage dealers and those who tend to rely on basic attacks.

I think the goal of these changes is to give players a better sense of what their role is going to be. However, this information is not going to be particularly useful to anyone if no information about how to play said roles is available. Right now, they're just a label. This just adds more labels.

For Quick Match, the introductory PvP game mode, I'd argue that whether or not players have a better name for their role is irrelevant. Match quality and learning how to play Heroes of the Storm depends on key playmaking pieces such as initiation and healing. These playmaking pieces are often missing from team compositions because tanks and healers being less popular than assassins, and the matchmaker has to deal with whatever it has available or have players wait longer for games. For Draft and Ranked modes, players don't really care about role information because team compositions aren't generally built around the game's class system anyway; they're simply a coincidence because, for the most part, resilient initiators happen to be tanks, and healers are often support heroes.

Other MOBAs have never embraced a hard class system to instead list what individual heroes are capable of, and ultimately simply let players build their compositions from there. If Heroes of the Storm were to ever embrace such a system, heroic abilities would probably have to be changed to no longer dramatically shuffle what individual heroes are capable of. But I digress.

I feel like I need to reiterate here: If Heroes of the Storm is hell bent on having and being designed around a class system, it needs to not throw this system away in its most popular game mode. Words like "tank" and "bruisers" are meaningless without a context.

II) Transparency

In an interview with Travis McGeathy, Lead systems designer, it was stated that Blizzard were afraid of showing player MMR because they feel like like players are going to see it as a thing to chase. I must admit that I'm not too sure how this is a problem; if a player's MMR is going up, it must mean that they're winning... and if they're winning, their MMR needs to go up to account for this. If having one's MMR displayed incentivizes players to play better, I'm all for it. Besides, third party websites already give players something to chase, with the obvious downside of running the risk of being inaccurate. What we currently have is basically the worst of both worlds; we might as well just give players the information and make it clear that it isn't related to their rank.

III) and IV) The reconnection and replay systems

These two systems are artifacts of the Starcraft 2 engine salvaged to build Heroes of the Storm. In a nutshell, this engine keeps track of every action made by players. Upon attempting to reconnect, each of these actions are checked in order to "catch you up" to where you should be. This presents several advantages such as being lightweight and making cheating extremely difficult. The main downside is the loading time experienced by players. In general, and as frustrating it is, the upsides outweigh the downsides. Changing this system would mean rebuilding an entire engine from the ground up, which would be completely unrealistic time- and money-wise. We always need remember that Heroes of the Storm was a passion project turned actual game for Blizzard to ride the MOBA wave. I assume that this came with pretty harsh constraints financially and that reusing the Starcraft 2 engine was just one of many concessions that had to be made to see the project come alive.

Everything else

Most of the other topics I discussed back in October fall under the "quality of life change" and the "on the radar" categories. Things such as shop features or interface options are always in the works but never a priority. Other topics, such as any improvements to drafting (third ban, hero trading, etc.), have their own sets of challenges; how do you clearly communicate these changes, and how do they impact overall game balance are the kind of questions that need be asked. Deeper still, anything that involves microtransactions is kept tightly under control even if it makes little sense to us laymen. Questions such as "why can't I use my Stimpacks whenever I want?" or "why can't I purchase skins directly" all find answers somewhere in the grand Loot Chest scheme which was found to be so successful through Hearthstone and Overwatch that Heroes had to get in on the action.

I wish I had a bit more information to share with everyone, but lips tend to seal up when you mention anything about writing (which, I have to because I generally try and stay out of trouble). And although I did not get to interview anyone this year, fellow Icy Veins writer Kendric did, so I recommend you check that out.

 

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I hope they do something about these most of them are true

I play on EU and QM and ranked queues take about a day :D but AI co-op starts in a sec and brawls also.. they should remove at least co-op and just let players do AI with AI teammates for learning their heroes to stop these people who just want to farm Xp or complete events in short time from coop... this coop just looks like a bug in game which makes pvp queues longer and a system for farming Xp

only thing I disagree is about what some people say..it is that having heroes on all regions... then we should have our skins and also profile levels too so maybe u mean they should remove regions haha 

And the main reason is it means many people will change their regions whenever they want and what's next? Many Chinese people on EU and US so we'll have crap QMs with people who don't understand us lol.. I'm already having problems with Russians since most of them don't understand english and then Chinese people?no thx :)

hots is hots EU US Asia are using same heroes and game so play in your region and have fun n don't ask blizzard for something crap because blizzard put them to put u guys who understand each other better in same place so they could remove regions and let people split everywhere and destroy matches and finally the game..

Edited by MZLICH

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24 minutes ago, MZLICH said:

Many Chinese people on EU and US so we'll have crap QMs with people who don't understand us lol.. I'm already having problems with Russians since most of them don't understand english and then Chinese people?no thx :)

 

I play with game chat turned off so i dont have to hear ^(*^*( from people. I wish i could turn draft chat off too. I dont need to hear your garbage suggestions. 

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Matchmaking (including MMR transparency) and reconnect system have been huge issues for 3 years now.

If they wanted or could fix those, they'd do that already.

So don't get your hopes high, most likely you'll only get another Overwatch hero nobody asked for and more random loot.

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2 hours ago, Oxygen said:

I must admit that I'm not too sure how this is a problem; if a player's MMR is going up, it must mean that they're winning... and if they're winning, their MMR needs to go up to account for this. If having one's MMR displayed incentivizes players to play better, I'm all for it.

He was talking about something everyone could have seen if they played World of Tanks. Community made metric  (game itself didn't have perfomance based MM, don't know about now) was obviously open to everyone to see and what could everyone see is that damage dealt was the biggest component by far. 
So while system itself was fairly correct, system was open to cheesing, don't know other word to express it. Basically, some players would go out of their way to win and stayed as far as they can and farmed free damage that was meaningless in the end (came too late, they didn't share their HP, etc), by the system they were great, while in the reality they were not. 

They just want to prevent people from fooling the system by not letting them know what even precisely makes the system. Is it right move, I don't know.

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I think the bigger problem with transparency is that people would too heavily rely on it to justify their stats or actions. If other people would see that I'm (for example) a gold 1 with a win rate of 1:11 (purely in theory, people), they would justifiably be furious that someone that bad could get to the same rank as them. These are problems that a 10 placement match and a performance based system would entail. If you give people the option to see who is statically the best, there is bound to be some dick measuring.

Edited by Fliits
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Almost 3 years and people still dont understand the main issue are people who deliberatly join games and go afk or rush in to die 1vs5 so that the match gets over sooner.And right after that is the reconnect bug ( stuck in reconecting and needing to close client and wait for aaaaaall the catch up since then). 

Nah who cares about that stuff,the important thing is to split warrior and support classes to sub classes,thats way higher prio.

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46 minutes ago, Kurosu said:

Almost 3 years and people still dont understand the main issue are people who deliberatly join games and go afk or rush in to die 1vs5 so that the match gets over sooner.And right after that is the reconnect bug ( stuck in reconecting and needing to close client and wait for aaaaaall the catch up since then). 

Nah who cares about that stuff,the important thing is to split warrior and support classes to sub classes,thats way higher prio.

I don't actually see that happen very often.

Transparency is good as Oxygen says though because who cares if some try to cheese and pad stats, it only works if you WIN. An extra kill at the end isn't a big deal and probably wouldn't be too huge of a problem.

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I personally don't care that much about the disconnect system.  Yes, it is painful, but I have only been disconnected a few times in the couple years I have played.

My main things I am desiring right now are:

Trolls in ranked. 

They need to get rid of them.  It is hard to define "troll", which is why they probably do nothing about it.  But when I see a teammate that just puts down a hero, everyone else says "is there something else you can play, we need 'X' for our team" or someone puts nothing down and just picks something in 2 seconds that we certainly don't need...that is trolling.  I have had triple spec teams in HL because people refuse to team draft.  As you said, QM does not prepare you for this, so everyone in HL suffers.

Additionally, I think at a bare minimum they need to UP the ranked requirements.  People should not be allowed to play level 6 heroes in ranked.  There needs to be a higher baseline on experience with a hero to use it.  If they want to play it in Unranked, sure.

I am sick of trolls in general.  People that pick solo tank and then solo lane the entire game without helping on objectives.  I don't know how to fix this, but it is very toxic and new people won't invest money in a game that fosters toxic behavior.  If someone is just not as good as me (still talking about ranked), then I can live with that.  I can't live with people who troll games on a ladder system.

 

Global skill usage

I wish they would allow you to target the players Icon on the top bar.  So if I am brightwing, I want to be able to Z to the person without trying to get them on mini map (which sometimes works and sometimes not), and also I really don't like scrolling the map there and not seeing what is around ME for a few seconds.  Same goes for Illidan hunt, ETC stage dive, and probably some others.  I would also like to be able to cast Azmodon trait without scrolling to the lane. I don't care about the precise unit I cast it on, I'd like to be able to cast it on the mini map and it just pick the closest unit to my pick coordinates.

 

Team compositions

I agree %100, the labels don't really translate into drafting system.  They need to show the role as an icon next to your team, so you can see what roles you have and don't have and what the other team has.  I would also love to see some sort of team stats shown, based on the heroes selected.  I don't know how that would work, but like an aggregation of DPS, health, attack dps, spell dps (of course at level 1 with no talents selected).  That way you can sort of see a team's dps vs soaking potential so far, spell vs auto attack dps, etc.

 

 

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2 minutes ago, ArtVandelay said:

I am sick of trolls in general.  People that pick solo tank and then solo lane the entire game without helping on objectives.

I wouldn't really say that is trolling. I have been "forced" to solo lane as a Main Tank many times because the rest of the team simply gives no fucks to waveclear. When the Tank is forced to waveclear because the Specialists are not paying attention, we have a serious problem.

I also have a few suggestions of what I wanna see:

Mouse-over glow in low resolution settings: that green/red highlight is something I've always found very handy, as it makes targetting a lot easier. The problem is, it is disabled if you run on low settings, which is my case (I play on a shitty 7 year old Macbook).

Show health percentage on the character's healthbar: another thing that would be very handy.

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I wish they'd add some kind of signal option for quickplay so it'd stop giving you teams without tanks and healers when you are facing such because the varians never go tank and the kharazims never go healer

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12 hours ago, Banard said:

I play with game chat turned off so i dont have to hear ^(*^*( from people. I wish i could turn draft chat off too. I dont need to hear your garbage suggestions. 

go play other mobas then.. hots is just about teamwork and teammates should be in harmony and hear each other ... if it wasn't necessary blizzard wouldn't add chatbox to game... but these days people even use voice chat on a just simple QM... your text just looks like a joke mate:)

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2 hours ago, Kurosu said:

Almost 3 years and people still dont understand the main issue are people who deliberatly join games and go afk or rush in to die 1vs5 so that the match gets over sooner.And right after that is the reconnect bug ( stuck in reconecting and needing to close client and wait for aaaaaall the catch up since then). 

Nah who cares about that stuff,the important thing is to split warrior and support classes to sub classes,thats way higher prio.

One of the reasons newer (and less knowledgeable) players continue to make mistakes when trying to fight in a team environment is not knowing the role of characters they're not familiar with. 

"AFK Abathur reported."   "D.Va why you not tanking?"  "Brightwing, mount and get to us!"

 

One of the things the labels help to do is let others know what a character is capable of doing and what they're not. A warrior isn't necessarily a tank. Assassins don't all have burst damage. Supports don't mainly heal. Specialists likely don't do what they think they do.  New and less knowledgeable players think that because they get outplayed that a character has better damage. Or that all characters should or DO have equal damage/surviability/lanin/seige potential.

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1 hour ago, Tarvesh said:

One of the reasons newer (and less knowledgeable) players continue to make mistakes when trying to fight in a team environment is not knowing the role of characters they're not familiar with. 

"AFK Abathur reported."   "D.Va why you not tanking?"  "Brightwing, mount and get to us!"

 

 

That is not what i descibed.What I did mean are the kind of people that literally run and engage to die.Oh and I forgot to mention the people that join to play pve and never engage in any pvp situations ( no i do not mean exp soaking )

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The reconnection and replay issues and system are still by far the most hindering things this game experiences, especially when Blizzard wants to be taken seriously on the esport circuit. You can't have outdated engines or playing on newest patches with known issues (?????) and then expect sponsors and professional teams to devote time and money to your game when there isn't even an outline or a timeframe to at least make attempts at improving the infrastructure. 

On top of the other little things, most recently I would like to see 'bundle only' things either a) offer far more for your money or b) be scrapped and let us choose which skins we want to buy that are gem only rather than have to buy a bundle to gain one specific variant. 

More loudout slots as well might be nice. 

Edit: More options to find groups. I'd love to be able to log on and not rely on broadcast to 40+ people, 10 of which are on HotS, that I am a tank/support up for QM stacks or TL and what bracket of general skill level rather than what it is currently where it's literally just quite random... it might even help QM games be better overall and rounded experiences as well. 

Edited by Plergoth

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I agree with every thing from the list and bonus list except for getting rid of the mvp screen. They should give like 10 or 20 gold for every vote you give. Also ranked bots need to be better.

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6 hours ago, ArtVandelay said:

Additionally, I think at a bare minimum they need to UP the ranked requirements.  People should not be allowed to play level 6 heroes in ranked.  There needs to be a higher baseline on experience with a hero to use it.  If they want to play it in Unranked, sure.

Man, most of what you said I wouldn't care too much, but this I wholeheartedly disagree! Like, it takes already WAY too long to be able to play Ranked, especially since QM as almost nothing to do with ranked. I play some really mean Johanna, Li Li, Alex, Abathur and Leoric in Ranked, none of those I'm even close to being as good with in QM because of all the random elements like Team comp being usually garbage for the map, the map being the worst map for the character or just not having anything that synergizes well enough with the character you picked... I played Alex and Hanzo right out the door(as soon as I could) and found great success(I still do but need to be more careful since they've been figured out by fairly everyone now, see all the Hanzo bans).

I just think that if you suck, you should be filtered with others that suck, then again I wonder how that doesn't just doom the person to forever be someone that sucks because they get used to poor tactics, little to no coordination and just overall terrible teammates...

The only thing I think we can agree is that the system needs A LOT of improvement.

Edited by EDL666
Just cleaning the post.

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The biggest cancer right now is the performance-based matchmaking in QM. I have no idea if its turned off right now as in HL/TL but before this i never got people who just completly dont have a clue on whats going on. QM is unplayable right now because, these noobs never lane/soak. They never take camps. On top of that they just go teamfight someone and suicide. Im not the best player in the world but i know when im supposed to be laning,when is a good time to take mercenarries and when is a good time to initiate a teamfight. Right now it probably put me in complete bottom with people that have no map awareness what so ever. Im thinking im gonna play HL/TL because of this.

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That Imperius pic lol.

Sums it up my feelings perfectly. This game needs more Imperiusness in it. Brazenly!

"SILENCE!!!!"

 

On topic though, I believe Quick Match mode should not be put so much attention upon. It's like both the player community AND the developers are using it as a source of statistics for hero balance/tuning purposes. Frankly, they should remove it from the game; it makes other modes, namely Unranked Mode completely unused, almost redundant. (I don't wanna say "fully redundant" because they're completely different since one of them has a drafting phase and the other doesn't, but it's a fact that QM displaces Unranked as the most played mode other than the Leagues). QM fails to teach players basic aspects of the game such as the importance of ALL roles (there are other roles besides assassin & warrior) and how to draft.

Edited by Leadblast

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3 hours ago, Leadblast said:

That Imperius pic lol.

Sums it up my feelings perfectly. This game needs more Imperiusness in it. Brazenly!

"SILENCE!!!!"

That's exactly why I picked it. You'll notice that my article about performance-based matchmaking uses Tyrael, who represents justice...

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18 hours ago, MZLICH said:

go play other mobas then.. hots is just about teamwork and teammates should be in harmony and hear each other ... if it wasn't necessary blizzard wouldn't add chatbox to game... but these days people even use voice chat on a just simple QM... your text just looks like a joke mate:)

There is no communication in chat. There is attempted communication. All you need in this game is pings. Simple as that. Anything else is some moron thinking he knows better then the rest of the team. 

And did I say anything about not using voice chat? 

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7 hours ago, Oxygen said:

That's exactly why I picked it. You'll notice that my article about performance-based matchmaking uses Tyrael, who represents justice...

lmao, I didn't get it at first... Tyrael embodies justice, which you may see fitting in that article as in "the matchmaking system needs to have justice in it" but Imperius embodies valor? Maybe "the valor to go ahead and make changes to this game you are afraid of, in order to improve it"? rofl

 

Oh, and thinking further about the hero classes (or roles, whatever). There are a lot of assassins that feel like specialists in one way or another (Ragnaros, Junkrat, etc). There are specialists that feel like supports (Abathur, Medivh) and one that feels like an assassin (Sylvanas). I think just "expanding the classes and make existing heroes with a dubious classification fit better into it" is not gonna do in the long run.

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8 hours ago, Oxygen said:

That's exactly why I picked it. You'll notice that my article about performance-based matchmaking uses Tyrael, who represents justice...

So if things work out you'll put a picture of Auriel? Because "There is always hope"?

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4 hours ago, Valhalen said:

So if things work out you'll put a picture of Auriel? Because "There is always hope"?

Or if things turn out bad and this game dies... there will be a Malthael picture lol. "In the end, only death remains".

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16 hours ago, Leadblast said:

That Imperius pic lol.

Sums it up my feelings perfectly. This game needs more Imperiusness in it. Brazenly!

"SILENCE!!!!"

 

On topic though, I believe Quick Match mode should not be put so much attention upon. It's like both the player community AND the developers are using it as a source of statistics for hero balance/tuning purposes. Frankly, they should remove it from the game; it makes other modes, namely Unranked Mode completely unused, almost redundant. (I don't wanna say "fully redundant" because they're completely different since one of them has a drafting phase and the other doesn't, but it's a fact that QM displaces Unranked as the most played mode other than the Leagues). QM fails to teach players basic aspects of the game such as the importance of ALL roles (there are other roles besides assassin & warrior) and how to draft.

I disagree with how you feel about QM. As someone who plays almost exclusively QM (and maybe half a dozen unranked and 0 ranked despite playing for over a year) I think it is absolutely a mode worth keeping and should at least partially be factored into balance changes. 

The types of quests the game gives is a major reason for keeping QM around. If I have quests to play let's say 3 games as a support and 2 games as a starcraft hero I would be best served playing as either Stukov, Morales, or Tassadar but then if one of them gets banned, another picked by someone else that could leave me either playing a character I am not good with or a character that does nothing to help me progress my quests but does help the team comp so I have to try my luck in another game to see if I can get a character that helps me complete my quests efficiently. Quick Match lets a player hop into a match with whatever hero they want and get the quests done quickly. There is matches against the AI but that does even less to prepare for the modes with drafts. The quests would need to be more play X games or win Y games and less forcing specific franchises or roles and/or the AI matches would need to give the same experience as playing with humans for this game to work without quick match 

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

    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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