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Update on Community Feedback: Apr 10

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Game Director Alan Dabiri admitted that the Heroes of the Storm team does not interact with the community on a regular basis to talk about the game, but improvements are well underway.

The Heroes of the Storm team has been internally discussing various topics like ranked play or matchmaking improvements, but failed to share their thoughts and plans with the community. Game Director Alan Dabiri apologized for the lack of communication and promised improvemenets in the coming days, starting with a blog post and a follow-up Reddit AMA. The goal is to improve communication with the Heroes of the Storm community through regular blog posts, livestreams, or AMAs.

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Hi guys,

We’ve been reading through a lot of the conversations that have been happening in the Heroes community about various topics like ranked play and matchmaking improvements. While we’ve been discussing some of these areas internally for some time, we definitely haven’t done a great job of communicating our thoughts and plans with you, and for that we apologize.

However, we do have thoughts that we’d like to share with you on some of these topics, and we’d like to start with a blog post we're looking to get posted in the next couple days. This blog post will focus on several of the most commonly discussed topics we've seen. We want to follow it up with a Reddit AMA on the Heroes subreddit a day or two after the blog post. That should help us dive into even more of your questions that we may not have answered in the blog.

As always, we really appreciate everyone who takes the time to share constructive feedback with us about the game. We're going to keep working on improving our communication with you guys. We’re looking forward to talking with you more this week, so keep an eye out for our blog and Reddit Q&A over the next few days.

Thanks.

Is it possible for the community blog post to become a weekly or bi-weekly thing in the future? I think the Overwatch team clearly demonstrates that communicating with your playerbase on a regular basis can really help the playerbase know that their feedback is being listened to.

Yeah, it's definitely something we want to do more of. We've talked about doing regular blog posts, livestreams, or AMAs in the past. We just haven't delivered on those plans yet. We'll try to do better here!

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Certainly about time. Very glad Alan stepped up and finally said something. I hope this can continue in the future.

On a different topic... WHERE ARE THE FENIX NERFS?

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Pardon my language, but the Blizzard fan community is very bitchy. Always complaining. I've been seeing dozen and dozen of topics with the same complaints, in a very rude manner, calling the devs "incompetents" and such.

Really, Blizzard has always done a great job with community feedback as part of their design philosophy, something 70% of the game developer industry doesn't do. But yeah, they can't always attend the nitpicks of a crybaby community who says the game is dying (the typical move of a Blizzard player; "WoW is dying", "Diablo is dying", "HotS is dying") because of some issues the devs already told they're working on.

Not to mention the 1290314 topics complaining about Fenix being OP, and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

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The problem with Fenix is that anyone who played him immediately knew 100% that he's OP. How does something like that get live unless they intentionally wanted to make him overpowered all other characters? Not sure why anyone would be ok with the devs doing that to any game. The same could be said about Maiev's release. This makes it look like a new standard practice to purposely and clearly OP any new character for new sales. If this happens with a monthly release, then would the game have more than 1 week releatively balanced at a time if this keeps up? Seems like an odd and self destructive model to me.

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37 minutes ago, Valhalen said:

Pardon my language, but the Blizzard fan community is very bitchy. Always complaining. I've been seeing dozen and dozen of topics with the same complaints, in a very rude manner, calling the devs "incompetents" and such.

Really, Blizzard has always done a great job with community feedback as part of their design philosophy, something 70% of the game developer industry doesn't do. But yeah, they can't always attend the nitpicks of a crybaby community who says the game is dying (the typical move of a Blizzard player; "WoW is dying", "Diablo is dying", "HotS is dying") because of some issues the devs already told they're working on.

Not to mention the 1290314 topics complaining about Fenix being OP, and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

You must be new to the Internet 

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Fenix nerfs are needed for sure, though to me, the most important question is: When will Deckard Cain be on the PTR? I'm really looking forward to him. :)

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1 minute ago, Lampanelli said:

Fenix nerfs are needed for sure, though to me, the most important question is: When will Deckard Cain be on the PTR? I'm really looking forward to him. :)

He's waaaay overtuned, just like Ming and Genji were on release

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13 minutes ago, Morcalivan said:

The problem with Fenix is that anyone who played him immediately knew 100% that he's OP. How does something like that get live unless they intentionally wanted to make him overpowered all other characters? Not sure why anyone would be ok with the devs doing that to any game. The same could be said about Maiev's release. This makes it look like a new standard practice to purposely and clearly OP any new character for new sales. If this happens with a monthly release, then would the game have more than 1 week releatively balanced at a time if this keeps up? Seems like an odd and self destructive model to me.

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

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Then they need to bump up that third ban time table because then it's essentially just two bans for one team and one ban for another if the new monthly character is automatically OP and therefore a sure ban. Takes the choices out of banning, robbing a team of one of their bans. Still doesn't stop a team from getting an extra ban on the other, but at least gives a team back their 2 bans. Or auto-ban new heroes until after a month of being released from league.

Edited by Morcalivan

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19 minutes ago, Morcalivan said:

Then they need to bump up that third ban time table

Now I don't play Hero League that much, but I feel like even 4 bans would be overall more interesting for the game. That would block 8 heroes and make players use a wider variety of heroes in general. In Oxy's latest Meta Tier list there are 10 heroes in total in Prime Tier, which would pretty much MAKE people consider other heroes more [on a side note, I'm not sure if making people do sth is the right way, but let's leave that for now].

I feel like it's the same heroes all the time, on almost every map. Even when you watch HGC, you can see a very narrow roster. Basically every time a less popular hero is drafted, it becomes qutie an event - like Illidan some time ago (HGC China I believe, Towers of Doom).

As for the voice of community, it is not always good and beneficial to listen to it. What people want is not always what is best for the game.

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3 hours ago, Valhalen said:

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

I'm not sure their intent is this malicious. I think a balance/design philosophy where you ere on the side of making a thing stronger, and scaling it back as necessary, is smarter than erring on the side of caution. If they made every new hero shit, and then tried to buff them later, chances are they'd just overbuff them, and have to nerf them again later. It's a lot easier to look at what a hero CAN do (perhaps too well) and balance that, rather than look at all the infinite things it CAN'T do, and try to add things.

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41 minutes ago, PrivateJoker said:

I'm not sure their intent is this malicious. I think a balance/design philosophy where you ere on the side of making a thing stronger, and scaling it back as necessary, is smarter than erring on the side of caution. If they made every new hero shit, and then tried to buff them later, chances are they'd just overbuff them, and have to nerf them again later. It's a lot easier to look at what a hero CAN do (perhaps too well) and balance that, rather than look at all the infinite things it CAN'T do, and try to add things.

Yes, but this can easily "trigger" the community. Releasing an undertuned Hero and then buffing them in the following patches is better than releasing an overtuned Hero and then nerfing.

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4 hours ago, Valhalen said:

Yes, but this can easily "trigger" the community. Releasing an undertuned Hero and then buffing them in the following patches is better than releasing an overtuned Hero and then nerfing.

Sure, but at the end of the day, Blizzard is a business, and HotS isn't exactly their biggest cash cow. They dedicate their time and resources to making as few adjustments as they can, so they can also have time to keep adding new heroes, battlegrounds, skins, etc. Hurling more resources at development just to make the internet stop crying, is not good business. The internet will always find something to cry about, and the game is free, so they don't exactly have to prove their good will to the community. And if you really want them to spend more time on balancing heroes in a particular manner, it would slow down the release of new content. We literally just had reworks for Medivh and Sonya replace a new hero release, in case you're not sure that would actually happen. And if they wanted to just hurl money at the issue, and hire more employees, they could always start charging for the game, instead of letting everyone play it for free. Blizzard loves their games, but they're not in the business of losing money.

Edited by PrivateJoker

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16 hours ago, Valhalen said:

That is indeed what they do. Release an OP Hero so everyone will buy, and then nerf it. This has been pretty much every Hero to date, with some few exceptions that come really undertuned (Xul, Medivh, Probius).

This is pretty much the norm in every similar game, not just HotS. I've seen it in HoN of Newerth, LoL of Legends, Smote, Infinite Crisis and Supernova (rip the latter 2 :( ). You can indefinitely argue whether it's intentional or not but overall, it really seems to be the former cause the only other explanation would be that the devs everywhere are (censorship) and don't read a character in this state imbaOPbroken.

16 hours ago, Valhalen said:

 

Not to mention the 1290314 topics complaining about Fenix being OP,

Liked just because of that sentence

12 hours ago, VegaPl said:

Now I don't play Hero League that much, but I feel like even 4 bans would be overall more interesting for the game. That would block 8 heroes and make players use a wider variety of heroes in general. In Oxy's latest Meta Tier list there are 10 heroes in total in Prime Tier, which would pretty much MAKE people consider other heroes more [on a side note, I'm not sure if making people do sth is the right way, but let's leave that for now].

I feel like it's the same heroes all the time, on almost every map. Even when you watch HGC, you can see a very narrow roster. Basically every time a less popular hero is drafted, it becomes qutie an event - like Illidan some time ago (HGC China I believe, Towers of Doom).

As for the voice of community, it is not always good and beneficial to listen to it. What people want is not always what is best for the game.

More bans would definitely help create some diversity imho, cause right now competitive is being ruled by 10-12 Heroes at most. I think they should also change the rulings in competitive even more, like making it so a team can't go with the same choices of maps beyond 1-2 matches because diversity in maps currently is the same as in Heroes.

7 hours ago, PrivateJoker said:

Sure, but at the end of the day, Blizzard is a business, and HotS isn't exactly their biggest cash cow. They dedicate their time and resources to making as few adjustments as they can, so they can also have time to keep adding new heroes, battlegrounds, skins, etc. Hurling more resources at development just to make the internet stop crying, is not good business. The internet will always find something to cry about, and the game is free, so they don't exactly have to prove their good will to the community. And if you really want them to spend more time on balancing heroes in a particular manner, it would slow down the release of new content. We literally just had reworks for Medivh and Sonya replace a new hero release, in case you're not sure that would actually happen. And if they wanted to just hurl money at the issue, and hire more employees, they could always start charging for the game, instead of letting everyone play it for free. Blizzard loves their games, but they're not in the business of losing money.

I try to walk the thin line of being neither a Blizzard white knight nor a hater. Blizzard has built a great reputation and rightfully so, being able to deliver top notch quality (games, stories, cinematics etc) to the point where people would buy even a can of literal poop if it was labeled "Blizzard Entertainment" (especially the Collector's Edition). BUT (yes, there is a but) seems like they go too far in trying to milk their fanbase sometimes, especially the most loyal ones. One glaring example is none other than HotS original release; the pricing with in-game currency was just too much with how you earned it, everyone I knew (most being moba freaks, having started with DotA All-Stars like the one appearing below) agreed it was THE worst grind system in a game ever; it practically felt like they wanted to force you into putting money in. New system is much much better, something others can learn from. In a nutshell, they're the Starbucks of vidya games.

As for HotS "dying" it simply won't if Blizz doesn't want it to; they have their other successful titles to draw resources from if needed (which would most likely be a last resort) but the game feels healthy (competitive scene with Blizz making novelties in e-sports foundation, they expanded recently with the entrance of China, a huge market, game has many refreshing elements etc). If staff numbers is an issue, I'd like an increase but oh well.

And to get to the subject in hand, I certainly welcome this approach, communication is key for most things-bad apples will always exist.

P.S. Who's willing to bet we'll hear nothing about a Raynor rework? I already know a guy.

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9 hours ago, SteveFrost said:

More bans would definitely help create some diversity imho, cause right now competitive is being ruled by 10-12 Heroes at most.

This is pretty much what I meant - only a handful of heroes.

9 hours ago, SteveFrost said:

I think they should also change the rulings in competitive even more, like making it so a team can't go with the same choices of maps beyond 1-2 matches because diversity in maps currently is the same as in Heroes.

Funny you should say, because I thought the exact same thing the other day. Imagine a rule of unique drafts throughout every phase, i.e. in every best of 3 or best of 5 phases, you could only pick a given hero once. So basically, if you go with Malf in the first game, you will need to use somebody else later. It does sound a bit forced, but I'd rather see that then same heroes every game.

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On 4/10/2018 at 12:46 PM, Valhalen said:

and topics that STILL pester Blizzard to change Alexstrasza's model because she "looks fat".

WHAT!?! O_O >:(

Who the F*CK are these blind ass sh*ts that are saying such things about my woman! Alex is the best damn looking total (D)MILF there is!! (...other then Tyrande.) If they DARE change her sexy sexy hips and amazing figure I'm gonna be SO MAD!!! (especially in the 'Master' skin outfit. Whoo!) And the only thing 'fat' about Alex is that "p.h.a.t." ass <3 ;).

Edited by CyberDVonaven
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2 hours ago, CyberDVonaven said:

WHAT!?! O_O >:(

Who the F*CK are these blind ass sh*ts that are saying such things about my woman! Alex is the best damn looking total (D)MILF there is!! (...other then Tyrande.) If they DARE change her sexy sexy hips and amazing figure I'm gonna be SO MAD!!! (especially in the 'Master' skin outfit. Whoo!) And the only thing 'fat' about Alex is that "p.h.a.t." ass <3 ;).

They won't, don't worry. T H I C C  Dragon Mama will remain E X T R A  T H I C C.

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22 hours ago, VegaPl said:

This is pretty much what I meant - only a handful of heroes.

Funny you should say, because I thought the exact same thing the other day. Imagine a rule of unique drafts throughout every phase, i.e. in every best of 3 or best of 5 phases, you could only pick a given hero once. So basically, if you go with Malf in the first game, you will need to use somebody else later. It does sound a bit forced, but I'd rather see that then same heroes every game.

Yeah, thing is, with pros having to only practice certain comps in specific maps, they have it quite easy and this also takes away one of the game's compelling points and identity, the diversity not only in the characters you can play but also in the maps. Wouldn't hurt taking them out of their comfort zone once in a while imho.

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      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
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