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Blizzard's implementing new technology to the game that will enhance the ability to validate the accuracy of reports. Players who are frequently reported for using offensive language will receive account silences and ranked suspensions faster now.

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Starting today, we’re implementing new technology that enhances our ability to validate the accuracy of reports. This will allow us to increase the rate that we issue account silences and ranked suspensions to players who are frequently and consistently reported for using offensive language. These actions are aimed at those who regularly use offensive language to harass, antagonize, and abuse one or more of their teammates. This type of behavior not only ruins the experience for those who are targeted, but also damages team morale, effectively degrading the fun for everyone in a match. 

We will continue to issue weekly suspension and ban waves for non-participation and intentionally dying. You can check that forum thread regularly to keep up with our latest round of account actions. Additionally, if you’ve recently reported another player for going AFK, refusing to participate, or intentionally dying, be sure to keep an eye on the email inbox associated with your account for any updates regarding actions we’ve taken against that player as a result of your report.

We’d like to thank those of you who use the relevant in-game reporting options when you spot negative behavior in your matches and encourage you to continue doing so. Your actions have the largest positive impact on the health of the community.

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I reported a 2 guys in Dota once and I got an email saying action was taken. I really like the feature of knowing that my report helped make the community a little better.

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HotS players are toxic as hell so should be nice to do something with them. Sure, I'm one of them, but c'mon. First add surrender option, that would avoid lot of "talking" about each others mom and afk. If you lose so hard to -4 levels and all forts lost under 5 mins then you have no mood to continue but the game doesn't give alternative, mostly there start this things.. or start at picking, but that guys must be an IRL douchebags as well.
Would be really nice if report system work here too. Overwatch is so "cool" in this way.. yeah, I'm muted every week for 2-3 days.

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21 minutes ago, VegaPl said:

When you hit the PLAY button I expect that people are committed to try their best and I think giving them a surrender option as a systematic solution defies all of it. I think it would backfire and some people would surrender in A LOT of matches before it is even sure that you won't win.

Totally agree, a surrender option would be like adding a "rage uninstall" hotkey. Plus HotS has such a well implemented comeback-mechanism - you never know when you'll turn around a game...

Though if you think about it a little it's funny that massively multiplayer games became so popular, yet the biggest challenge in terms of gameplay experience is how to ban enough people playing it. So if there's an option I'd like to see is a "prefer low-blood pressure boring retired neurosurgeon professors" button. I would so love to try once to play with chilling yet intelligent teammates. Like Stephen Hawking.

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Only time when I'd like to see surrender button is when QM matchmaking sets you one of those simply unbeatable comps. Best one we had once was when we had very squishy team with no CC, against Morales, Abathur, Illidan Garrosh... Worst 15 minutes.

But that's just bypass, not solution to problem.

Edited by SleepySheepy

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I've had some games in QM where it definitely looked like we had an objectively inferior team comp. But if you actually just play the game, instead of pressing surrender, you can win a surprising number of those games. Some people get demoralized by those kinds of situations, but I usually take them as a challenge. I recognize that the odds are against me, but I want to try to win anyway, because I think I'm better at the game. At the end of the day, it pretty much shakes out the same, you win some you lose some.

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Playing QM, I would always get demoralized by enemy Butchers, Tracers, etc. simply because they require coordination to take down, which normally isn't seen in QM. But no matter how much I wish there was a surrender option for those games, sometimes the team pulls through and overcomes the challenge, turning a thought loss into an epic comeback. It's really fun facing a "superior comp" and accepting the challenge, because either it'll be a challenge you can face on equal grounds or a challenge you can't overcome which can be productive to tell you what went wrong besides the superior comp (bad positioning, wrong place wrong time) and can help realize that the enemy didn't win because of their comp, but because the team was demoralized by it. And at the end of the day, a Butcher or Tracer stomp will turn into a 10-minute game, nothing too big to have a surrender option for.

Edited by Androski

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how am i suppose to do epic come-backs if they put surrender button :D seriously, those are the best matches, when you comeback from 2-3 lvl behind and win the game. i think thats one of the best traits of hots.

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It's basically improvise - adapt - overcome.

I must admit though, there were moments I have longed for this infamous surrender option. Sometimes it's just so damn frustrating when ppl won't listen, do their own thing and basically lose the game for everyone. Hm Tribute on Cursed hollow? better go fight the boss on my own to see my team get shredded just to die to said boss and lose it to the enemy team -.- And Ofc there's the issue about the comps - albeit this is a QM problem, I'd agree. Still, it's damn frustrating... Oh you have squishy mages, 0 mobility, a varian (who will pick twin blades ofc - it's QM) and a lucio? best put you up against artanis, dehaka, morello, butcher and tracer. thx, 15 minutes well wasted. Granted - if the ppl I was playing with that match knew wtf to do, we could have pulled something off. Ironically it seems it's always these games you get paired with "uncooperative and advice-resistant ppl" (let's be nice)...

But I too wouldn't really want that to be a possibility. Else 9 out of 10 games would end through surrender either by your team or the other one. There's at least one great game for each one, that wants to make you throw your headset across the room.

Edited by Evincare
Added some things...

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2 hours ago, Evincare said:

It's basically improvise - adapt - overcome.

I must admit though, there were moments I have longed for this infamous surrender option. Sometimes it's just so damn frustrating when ppl won't listen, do their own thing and basically lose the game for everyone. Hm Tribute on Cursed hollow? better go fight the boss on my own to see my team get shredded just to die to said boss and lose it to the enemy team -.- And Ofc there's the issue about the comps - albeit this is a QM problem, I'd agree. Still, it's damn frustrating... Oh you have squishy mages, 0 mobility, a varian (who will pick twin blades ofc - it's QM) and a lucio? best put you up against artanis, dehaka, morello, butcher and tracer. thx, 15 minutes well wasted. Granted - if the ppl I was playing with that match knew wtf to do, we could have pulled something off. Ironically it seems it's always these games you get paired with "uncooperative and advice-resistant ppl" (let's be nice)...

But I too wouldn't really want that to be a possibility. Else 9 out of 10 games would end through surrender either by your team or the other one. There's at least one great game for each one, that wants to make you throw your headset across the room.

Well said. The solution is the improved QM matchmaking that they said they are working on not a surrender option. Some of the best/most memorable matches Ive ever had involved coming back from when the core was almost dead to winning the game heck even coming back and making it a close game feels great at that point.

The two things that annoy me most in this game that other players do is type "gg. you all suck" or the equivalent into chat after losing one or two early team fights and people AFKing at the start of the match so I am very happy we're not getting a surrender option and happy they're going to be taking the AFK reports more seriously. 

 

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19 hours ago, Hypersonic said:

HotS players are toxic as hell so should be nice to do something with them. Sure, I'm one of them, but c'mon. First add surrender option, that would avoid lot of "talking" about each others mom and afk. If you lose so hard to -4 levels and all forts lost under 5 mins then you have no mood to continue but the game doesn't give alternative, mostly there start this things.. or start at picking, but that guys must be an IRL douchebags as well.
Would be really nice if report system work here too. Overwatch is so "cool" in this way.. yeah, I'm muted every week for 2-3 days.

Oh god. Please no surrender option. So many games have been turned last minute. Even with 4 levels behind I managed to win sometimes in the end. This would kill what HotS is about. 

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14 hours ago, MasterKast said:

how am i suppose to do epic come-backs if they put surrender button :D seriously, those are the best matches, when you comeback from 2-3 lvl behind and win the game. i think thats one of the best traits of hots.

Agreed, such games are the best and most satisfying to play. This reminds me of my Warcraft III times, when I would play Random 3vs3, which sometimes turned into 3vs2 or even 3vs1 in some cases. Then I would do my best to control both bases and NEVER EVER give up. Often when the opponents see a leaver in your team, they would become reckless / cocky and assume you will 100% lay down on the ground and wait to be stomped. You win some, you lose some, that is true as well.

11 hours ago, Evincare said:

uncooperative and advice-resistant ppl

Heh, nicely put

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20 hours ago, Bogu said:

Blizz, please delete QM. Leave it only on bots and pvp should be unranked picks.

They are definitely going to delete the most played mode and the mode most likely keeping the game relevant in the MOBA market.

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22 hours ago, Bogu said:

Blizz, please delete QM. Leave it only on bots and pvp should be unranked picks.

Quick match is super important, IMO, for learning the synergies/counter synergies between heroes on your own team and how and what characters might counter your favorite pick on an enemy team. It lets you use empirical data to formulate your strategy in the drafting process for unranked and ranked play. 

While I've only made it to high gold in my progression in ranked, it's also important to be able to test the human response to different characters/abilities. I haven't noticed too much of a difference in how people react to each ability across the silver and gold levels when compared to QM and in the VODs/ Streams I watch, everything is still the same just a bit more polished at the higher levels (your hit % might drop a bit on a skillshot, for instance).

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On 21/04/2018 at 3:42 PM, Valhalen said:

I think this is very fitting for the moment:

 

Beat me to it. Was such a perfect video.

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

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