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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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      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
    • By Staff
      Blizzard today released a new Heroes of the Storm patch and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

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

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

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

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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