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Six Aspects of HotS That Need Improvement (The Aftermath)

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3 minutes ago, mada7 said:

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 

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

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26 minutes ago, Leadblast said:

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

Edited by mada7
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22 minutes ago, mada7 said:

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as a drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

Edited by Leadblast

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1 hour ago, mada7 said:

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 

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

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17 minutes ago, Leadblast said:

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

I would not call the queue times impossibly long. I'm playing in NA and I typically don't see queue times longer than 3 minutes and those are quite rare. Id gladly take longer queues if the matchmaking enforced certain team structures. The kind of environment you're suggesting would never come up and is actually why QM is so popular. You can pick whatever hero you want and jump into a match. The bigger problem with QM is that the team making portion doesn't factor hero roles into the equation enough to keep matches fair.

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

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7 minutes ago, Valhalen said:

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

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24 minutes ago, mada7 said:

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

Edited by Leadblast

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1 hour ago, Leadblast said:

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

I have never seen queue times 500 seconds long. It is usually at the absolute high end half that for me when playing quick match. The drafts I've been in are never 20 seconds. In my limited experience those tend to be closer to the 500 seconds you're describing as players love to take their sweet time making picks and at least one person can be counted on being afk when their turn comes up. I'd estimate that at worst the queue time for QM and the queue + draft time of ranked or unranked is about the same though I am inclined to believe that less time is needed to setup a QM than a drafted team. The difference is that in QM each player is guaranteed the hero they most want to play as whereas in draft you often have to choose between playing what the team needs or playing what helps you the most. If you don't get a hero that's useful for your quests you're then locked into a 20+ minute match that rewards you basically nothing which is far more than even your worst queue times for QM.

QM is the way you describe it because it doesn't enforce any team comp rules. If it did queues would be a little longer but the matches would be a more enjoyable experience and be closer to the intended experience.

I can't speak for how other MOBAs operate but given that the primary way of getting new heroes for free in this game is through completing quests at least one of the following are needed: a pvp mode where you can select whatever hero you want, equal experience when playing against AI as when playing against humans, or quests that don't require you to play as a certain subset of heroes.

 

Edited by mada7

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23 minutes ago, mada7 said:

QM is the way you describe it because it doesn't enforce any team comp rules.

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

Edited by Leadblast

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The most annoying for me is inability to mute pings made on players. I don't understand why there is no such option if you can mute pings on map and chat.

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4 hours ago, Leadblast said:

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

 

I do get the concept of roles on a team which is why I keep repeating that the matchmaking in QM should enforce those roles rather than abolish the option as a whole in favor of forcing all matches to start with a draft causing the quests to be dragged out as a result of not being able to get the subgroup of hero you need to optimally complete your quests. If the matchmaking were to do that it'd give people the freedom to play the hero they want and not waste time playing a hero that gets them nothing because that's what the team needs. A 500 second queue is not typical at all.

If quick match became unavailable what you'd see is people just picking whoever they want in the draft in unranked mode instead and disregarding the draft as anything other than a waste of time. If I didn't have QM I'd go into unranked and if I had say play games as specialist and starcraft hero quests I'll play hammer, probius or abathur regardless of whether they're what the team needs because the quests don't care if I win or lose and those guys complete my quests faster.

That's why I keep saying they either need to make the AI matches worth the same as human ones, enforce group comp rules in the QM matchmaker regardless of increased queue times which are not nearly as bad as you make them out to be, or overhaul the quests so that players benefit most from actually learning how to draft well. Enforcing group comp rules to have well balanced teams and slightly increase queue times in QM seems like the most sensible way to do things. If in testing queue times are proving way too long then if there's a role that is being underrepresented give bonus gold/xp/shards/gems if a player chooses that role. This is similar to what they do in WoW where if you queue in LFG or LFR as a healer or tank you get bonuses at the end of it

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On 12/27/2017 at 12:26 PM, Valhalen said:

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.

Cosigned.  You don't know the number of times I've had to solo clear a camp pushing a keep because my team wouldn't help clear it out 15 secs before OBJ spawn (despite my MANY furious pings).  There are teams that really give no fucks about laning or taking camps, and *someone* has to get stuck depushing, even if it's at the expense of map objectives.

Quote

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.

Up it to what though, 14 level 10 characters?  That takes a while (I've got four, though I generally play my lowest ranked characters in QM in order to get better with them).

I think the *real* problem is how meta dependent certain heroes are, and how some people refuse to change.  I've literally played as many games with Nazeebo as all my other heroes combined, but I stopped playing him ages ago; he simply isn't good anymore.  Most people don't do that.

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8 hours ago, Leadblast said:

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

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On 12/27/2017 at 7:26 PM, Valhalen said:

 

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).

 

From toaster user to toaster user, I can sympathize and relate to that pain. Bro hug no homo :3

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The reconnecting is most definitely a royal pain in the (censorship). I guess Blizzard isn't 100% keen on improving HotS as best as they can since it's not their ONLY project and certainly not the most profitable. On the other hand, if they don't want it to die, it simply won't since they can draw resources from elsewhere.

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

About the newer players being confused with drafting, roles, team comps and stuff; since Blizz isn't shy on sharing similarities in various things between their games (like the loot system) and since HotS and Overwatch do have some similarities in their core (most important here being both are designed to play and end relatively fast) why not make it like when you're drafting in OW where, depending on how each player hovers on a hero you get various popups such as "No Healers-Support Heroes/Too many Offense Heroes" which gauge how well structured the composition looks like?

Vs AI matches can't teach you how to play a hero properly imho (and this comes from someone who does mostly that to get quests done quickly) because many times they end rather fast or you're forced to go to a 1v2 lane and many heroes can't really cope with that. QM helps better with that. For drafting, there is unranked draft (I know it's not that popular but it does exist). One can also watch competitive play to see how pros draft.

And yeah, I don't see how not showing your MMR is a problem (it's called hidden for a reason duuuh). If it shows, we'll get into "don't talk unless you're high elo (1500 MMR-default value?)" 'discussions' with splendid display of cosmetic adjectives and rich vocabularies Kappa

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11 hours ago, gamerk2 said:

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

I see what you did there. That team appears solid on the surface. However, upon closer inspection, none of the heroes there is particularly capable of pushing, so it would have a hard time in maps where early pushes or split-pushing ability is important.

Also, Kharazim's "bruiser potential" appears at level 13. It kind of sucks for damage early.

Edited by Leadblast

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52 minutes ago, SteveFrost said:

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

Edited by Leadblast

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you guys are totally missing my point.  I am not talking about a warrior having to soak.  I am talking about tanks that literally solo lane the entire game and never help with objectives or team fights.  They soak dmg, so the stats lie and make it look like they participated.

That is trolling.

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16 hours ago, Leadblast said:

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

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21 hours ago, Leadblast said:

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

 

5 hours ago, gamerk2 said:

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

Varian is a multi-class because his Heroics affect his stats directly, something you don't see on the other hybrid Heroes mentioned above. This would mean reworking those Heroes where one of their talents completely changes the way they are played. The closest candidate to this is Kharazim as his Trait impacts directly his gameplay, although he can solo heal even if Iron FistsIron Fists is picked.

Edited by Valhalen

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On 12/27/2017 at 3:43 PM, Plergoth said:

More loudout slots as well might be nice. 

O_O! Damn! I completely forgot that there even is more then one loadout slot for each hero to begin with! I been switching my skins and such to a different 'loadout' in the same first slot for the hero I'm about to play before I ready up for a match ever since 2.0 came out. I totally gotta remember that there's multiple loadouts slots for each hero and set several up for them all in the game tonight before I get to playing. Thanks for reminding me! (I wonder how many other people completely forgot too that that is a thing you can do?) :D

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As someone who's got extensive time playing from the Rank 1 preseason to Diamond in various seasons:  I feel like one of the game's greatest challenges stem not from Blizzard (although I'd love to see better MM and transparency myself), but from relying on sites like Icy-Veins elusively; without reading further into the details to figure out why builds are made the way they are - and in what situations they work for. Let me explain.

Oxygen and many of the authors put countless hours into detailing these guides, the inner-workings of heroes, their strengths and weaknesses, who they pair with and who the fall apart against, etc. to use as a guide to figuring out team compositions and bettering yourself as a player. Unfortunately, far too often - and not at the fault of IV - these builds are cookie-cuttered right into the match without any thought.

When Kael'thas enters a match and sees that his enemy team consists of Cassia, Butcher, Artanis, Chromie and Mura (QM MM, lol), never in his mind should be believe that 'Convection' at level 1 will ever get completed. Yes, it's a very strong talent if you're a good player and can position well, however his team consists of solo an Arthas for melee. Warning signs should be going off in his/her head that picking a talent he won't complete is going to worsen his chances to win. After all, that's all HOTS is really about - giving yourself the best chance at victory, given that you're only 1/5 of the team and there's only so much you can control.

Ignoring all learned mechanics (when to siege, when to retreat, optimal camp-taking times, rotation, proactive vs. reactive, etc.), copy-and-paste builds are, in my opinion, what kills the playerbase the most. More than the reconnect system or knowing their MMR numbers, learning how to give yourself the best build/playstyle for the match you're presently in is the biggest key to victory that you can contribute as a sole player.

In conclusion, I know that this isn't 100% related to what Oxygen is saying, since his thoughts are geared towards Blizzard themselves; but it's worth noting that until players learn why a hero operates the way they do, the same issues the game currently has will always be present... or at least until MM can become reliable.

Good read, Oxygen. Lot of great comments, too.

Thanks!

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I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

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5 hours ago, ArtVandelay said:

I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

They disabled it after 2 days because it proved to be abusable, on top of some other issues. I wrote about it here.

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