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The Current State of Yrel (Blue Posts)

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We have a bunch of blue posts from Game Designer Matt Villers, dealing with the current state of Yrel.

  • The team's not sure if Yrel's healing done should be part of the scoreboard.
  • They've seen reports from players running into issues while using left-click to move, and it's something they plan to fix.
  • The charge mechanic is not just a gimmick, but part of her kit and Hero fantasy.
  • Disabling clicks on talent UI while in "targeting mode" for abilities is something they want to explore in the near future.
  • Blizzard agrees that Yrel's currently weak, but they plan to make adjustments when they collect more data (usually two weeks after a new patch goes live).

Blizzard LogoBlizzard (Source)

Yrel is a fun warrior. She can sling people around and is so hard to kill. However, she also can heal allies... a lot. Uther gets a damage taken number and Medivh gets a healing number, so I think Yrel needs a healing number too.

We've heard some feedback to this effect and are currently discussing it.

On the one hand, we want to make sure the information we're offering on the scoreboard is actually meaningful, but on the other we realize we're not entirely consistent here and whether or not Yrel should show healing is part of that conversation we're having.

She's a solo lane bruiser who can't waveclear.

To be honest, we've had a lot of discussions around where she fits in a team role-wise. Setting tuning aside for a moment, at her core she has the tools to be a tank or a bruiser, and we're actually really interested to see where players end up using her most often.

I think the claim that she "does no damage" and "can't waveclear" is largely hyperbole, and that numbers-wise she's not nearly as far off as people seem to think she is. She's got a lot of staying power and uses it to do damage over time, very similarly to someone like Blaze.

What is happening with LEFT MOUSE click? Right now it castes all her abilities and there is no way to turn it off!

This is consistent with other abilities that can be charged like on Cho'gall, Gazlowe, etc. The reason is that while charging an ability you're in "targeting mode", and left-click in our game executes abilities that are being targeted.

We have seen reports from some people who use left-click to move that they run into issues here, and that's something we're looking into.

Have you guys considered showing numbers in a more detailed after game screen? 
On topic, I don't really see why all hero's don't get the baseline numbers we have now- damage taken, and healing done shouldn't be limited to warrior/support roles. Everyone does damage and it's shown, everyone takes damage but it's only shown for warriors....

Showing more detailed stats after the game is over is a cool idea and something we'd like to explore, once we take care of some more pressing updates.

As for why we don't show every stat for every hero, there are two main reasons-

  • First, a lot of those stats aren't super meaningful for most heroes, and while small there is a downside to showing unnecessary stats. The more stats we shove into that screen the more it looks like an excel sheet than a scoreboard, and becomes harder to parse at a glance in the middle of a game.
  • Second, showing info that's not relevant to your role could potentially drive toxicity. Suppose we show damage taken for all heroes, and get "oh look Nova took more damage than Arthas", or show healing and get "oh look Yrel's outhealing Lucio".

Neither of these things constitute a hard line where we'd simply refuse to show more stats, but it does give us pause to at least think about it and try to be somewhat picky. There are also things we could do to mitigate it, like re-designing the score screen to display more information in a format that's easier to read. All that to say we're reading your feedback and having discussions around it, and we'll update once we have more info to share ?

As others have said before, her "charge" gimmick feels like it was incorporated just to be a gimmick <...> But that's just my opinion. Maybe that playstyle somehow appeals to others.

I can definitely appreciate your perspective there, but to offer some insight we actually did the charge mechanic not just as a gimmick to be different, but as part of a very specific goal for how we wanted the player to "feel" when playing her.

We looked at this big 2-handed hammer, and how we wanted her to use it, and saw immediate parallels with 2-handed weapon specs in WoW. The feel that goes with those specs is very slow - weapon swing timers are in the 3+ second range, more focus on timing and CD management. It's really rhythmic and deliberate and that's what we wanted to capture with Yrel, and I think we did so pretty successfully.

Now of course, that style's not going to appeal to everyone. There will definitely be people who aren't into that and that's OK, but for the people who do like it it's a breath of fresh air and offers something they weren't able to get in our game previously.

One piece of advice I'll throw out there is that Yrel is a hero you have to play a few games to really get a handle on, as you need to have a feel for which abilities you can get away with using when, and how your Trait factors into all that. Trait management & skill ordering is really critical to playing Yrel effectively, and that's something that's not immediately obvious until you've put some time into her.

As someone who plays a lot of Cho'gall the left click thing hasn't bothered me at all. However, compared to playing Cho'gall I've noticed I accidentally click my talents or character portrait often when trying to cast an ability. Is there any way we can disable that ONLY when an ability is fully charged?

I think this is something we should explore doing in general (disabling clicks on talent UI while in targeting mode for abilities). As I'm not a UI expert I don't know how difficult it would be or if there are any drawbacks I haven't considered, but I'll pass the feedback along to the appropriate team for consideration.

You mentioned not wanting to have the ingame scoreboard look like an "excel spreadsheet" while in-game, have you and the team given thought to the out-of-game results screen looking like a spreadsheet?

Not to compare HOTS to other MOBAs, but I personally would appreciate getting all the data imaginable, and I think a lot of people would be alright with spreadsheets once the game is over.

Yeah this pretty much captures our feeling as well. When you're not in the middle of a match, we'd like to give you as much data as we reasonably can. I don't have details to share right now, but fleshing out the game stats we share with players (be it through post-game screen, player profile, or API) is definitely on our radar.

That said, as someone who is super passionate about the archetype I really want to play Yrel all the time but that will be hard to do if she is weak. Please, don't let her stay weak for long if the stats show she is.

100% on board with this and we'll do our best. We're going to give her some time to soak so we can get proper data before making changes, but the plan is to make adjustments to help her out if she looks to be under-performing.

 

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I posted on Reddit a couple of days ago on what can be done to improve her. Here's the link :

 

What do you guys think?

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I personally think she's really good and most of the "underwhelming/under powered" talk is coming from people who are A) expecting her to play a certain way (that she isn't good at) and B) insist on charging her abilities too much/often.  That and simply misinformation.

The misinformation part is both obvious and hilarious.  People are stating with certainty that she does no damage/wave clear and can be ignored, yet the fact is she actually has good damage for a warrior class character.  High AA damage (third highest out of warriors) and wave clear on par with or better than Johanna in fact.

As for the other two issues:  Honestly people seem to be expecting her to be Muradin.  Just jump into a team and charge up your hammer.  No prob right?  Likewise they see her charge times and the sparkly stun on her fully charged hammer and they have to get it!

If people gave her a week to really try her before knee jerk crying out how under powered she was they would likely start seeing her positive aspects.  Like how she heals like a full support with Gift of the Naaru.  Or how she has amazing peel for protecting your squishies (uncharged hammer is very effective).  Or how her self sustain is absolutely amazing with uncharged Qs and Maraad's Insight.

That said if Blizzard wants to buff her by all means.  I'm happy with her now so giving me more isn't going to be a burden.  Heck I'm living in fear that her healing/trait will get nerfed so all aboard the buff train.  Play up those weaknesses (real or imagined) it works for me.

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I saw her a lot Tuesday and Wednesday but she’s already disappeared from most AI games I run for dailies.

She never topped any MVP lists and I don’t recall her being any thing more than average.  She’s a Warcraft character so she’ll be underwhelming.

It’s Heroes of Overwatch, remember?

Edited by Misuteri

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I wholly agree with @KSDT here. Even thought I have only played with her on the PTR, I feel she is a very useful and versatile hero. Not only almost all her talents are useful, and she has multiple paths and possibilities to adjust to the game, but she is really sturdy and fun to play. The problem is that people are judging her too harshly before understanding how to play as her. I believe she is not an initiator warrior, but a defensive warrior, something we are not used to in HotS. Despite her jump, she is most useful as a second tank staying close to her team and peeling for the squishies. It doesn't help that the charging mechanic is something new. The most important thing is timing and rotation with her, and those are mechanical skills that might be difficult to adapt. And you don't have to fully charge every time, and there is at least one fun and powerful build (Maraad's Insight + Holy Wrath) that actually benefits from spamming.

I like most of your suggestions, @Dejo93 , but they should probably not make all those changes. Her charging will probably stay, since it's a core feature of hers, but maybe if they removed her movement speed reduction it would make a difference.

I really like how the devs have patience and are (apparently) not rushing to change her with all this whining.

Edited by lChronosl

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Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

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Got her in the brawl today, others insisted I played her cause nobody else wanted to go tank and they wanted me to pick her, told her it was my first time. She's really good, tanky, fun to play, Thing is, if you try to go in without follow-up vs a sht-ton of cc ;it's not like I did that all the time, mostly wanted to make plays/help the others. Probably should have gone for the unstoppable talent at level 20 (man, when I saw that cd) and not the ult upgrade (team was almost always scattered up, hard to benefit) but oh well..

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The point about toxicity is a valid one.  I had a Junkrat that did not help the team at all (did not even poke Alters once entire game), but then when everyone calls him out he points to his dmg numbers to show that he is the best player in the game.  Some people like to use stats to verify their ussefulness

I might even suggest that people can't see any stats (or maybe only their own) in game.  How is it helpful?  I have been guilty of looking at the stat board, seeing some mage that has no hero dmg and called them out.  Are they suddenly going to get better?  No.  So why even show it in game?  All it does is foster toxic behavior.     If you want to show it at the end, by all means, but there isn't much use to it in game, aside from the talent screen.

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12 hours ago, ExorionAether said:

Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

The community kinda has adjusted to her in the sense that you just rarely see her anymore. Usually with a new hero release day 1 you see them in constant mirror matches in QM day 2-3 youll still see regular mirror matches but it starts to drop off. Yesterday I played a bunch of games and only saw her at all once and she was completely useless on a map that she is well suited for, volskaya. The way basically every fight went was we just ignore/avoid her and go straight for her teammates then when we had nobody else to kill we killed her 3-5 v 1. You'd never be able to do that against any other tank. Every other tank demands at least some attention and will punish you for trying to focus someone else. Imagine trying to walk past Garrosh, Diablo or ETC, it'd be a disaster but Yrel that's just the smart thing to do and you'll never get punished for it

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42 minutes ago, DimensionDerper said:

Make her skins cost shards. Easy!

Skins imbue the character with POWER, you know?

Her skins are meh. The Mad Jester one doesn't even have a maniac laugh or anything.

Edited by lChronosl

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23 hours ago, XeaKon said:

She has waveclear and a ton of merc stealing and utility/peel/healing. Plus she is more or equal in resilience to Johanna.

Not even close my friend,unless you have only met bad johana players so far.

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40 minutes ago, Kurosu said:

Not even close my friend,unless you have only met bad johana players so far.

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

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19 hours ago, XeaKon said:

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

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14 hours ago, Kurosu said:

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

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I've only got a handful of games, and I see some issues.

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better. 

To be impactful, Yrel is almost dependent on her trait.  When it's on recharge, her tools are subpar at best.

My opinion: She's a decent secondary tank for a team that needs some extra zoning, but otherwise mediocre at best.  Anything Yrel can do, some other hero can do better.

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9 hours ago, gamerk2 said:

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better.

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

9 hours ago, gamerk2 said:

Anything Yrel can do, some other hero can do better.

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

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I think it is because Yrel ended up as a jack-of-mixed-warrior-support-trades. She is good at many things, including zoning, healing, chasing, peeling and disrupting. But she is not the best on any of them. She should be used as a "support", meaning that she should help your main healer, main tank and main damage dealer. She should not be expected to lead to be at her best( she is a generalist), but she can fill other shortcomings  on your team and help overall. And her talents allow some specialization on these roles.

Edited by lChronosl

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On 6/18/2018 at 9:00 AM, KSDT said:

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

The problem is she does nothing well, and gets absolutely destroyed by anything that interrupts her abilities charging.  And improving one area of her kit typically make sacrifices elsewhere.  And as for her zoning, outside of some very specific maps like Cursed Hollow, the impact area is small enough where it's easy to simply walk around it's area of effect.

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

And again, her potential is very much limited by her traits uptime.

On 6/18/2018 at 9:00 AM, KSDT said:

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.  In theory it can work decently when paired with "passive" healers like Lucio and Brightwing to give an additional burst heal those heroes lack, but that's not really what you want your tank to be doing.  HotS is VERY specialized, and heroes that typically don't do one thing really well typically aren't used that much.

If Yrel didn't have to charge every single ability, she might be decent.  As she is currently built, I honestly don't see a point ever picking her.  I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

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3 hours ago, gamerk2 said:

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

3rd highest AA DPS of the Warrior class (note, having a slow attack speed but high base damage is generally a good thing in hero fights since in a normal fight you don't have the luxury to sit on the target and swing multiple times) and better AoE damage/wave clear than Johanna if I remember correctly.  That doesn't make her the scariest thing on the field sure but for a Warrior character?  She isn't lacking DPS.

Also, I think an issue you might be facing is that you're expecting her to charge her abilities regularly (and thus doing nothing/getting interrupted regularly).  Once you play her a while you realize, no that is not how she plays.  You charge her abilities only in certain situations (generally only at the very beginning/end of fights) and instead largely use her abilities on cooldown uncharged with Traits and AAs in between.

3 hours ago, gamerk2 said:

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.

I have played the hero extensively, no it does not have a small trigger zone.  It's actually a fairly decent range heal.  Comparable to heals like Lili's Tea Toss.  I'm not sure why you would want to be further than that away from your allies in general and either your front or back line (as needed) specifically.

3 hours ago, gamerk2 said:

I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

That might be the problem.  You seem to have a very specific definition of what "works" (which I'm not sure is entirely accurate given some of the reasoning you're basing your judgement on seems inaccurate) and Yrel doesn't seem to fall into it.  I've noticed that many of the people who like Yrel consider themselves Support mains and they find her quite effective.

As I've said elsewhere, I personally see her as a tough, mobile, disruptive support character rather than someone who is trying to replace a Garrosh or Muradin (trying to play like them will only get her killed).  I don't think she should be the main tank for a team or the main support but she handles both of those roles as a secondary exceptionally well.  Considering having two warriors on a team is already quite common I don't think she has any issues filling the secondary slot on a team looking for more healing, disruption, disengage, wave clear, solo lane survival, and/or rotations all of which she does very well.

Edited by KSDT
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Agreed. Also, weighting the pros and cons of charging up instead of instant casting is also part of playing Yrel. Of course, her abilities are stronger when fully charged, but they are only worthless if cancelled. If you instant cast them you get around 50% utility, I would say. If you end up in a position when you know the enemy can interrupt you (and they know it, too), then don't charge up. Or even better, play mind tricks with them. All of Yrel's abilities got only a 6 second cooldown, and since you shining all gold and mighty in the middle of the fight will call a lot o attention, use it to your team advantage. Friendly ETC is ready to cast Mosh PitMosh Pit? Bait an enemy's Storm BoltStorm Bolt to interrupt your VindicationVindication, wasting their cooldown. Need to run away, but oponnent Maiv is hot on your trail with Umbral BindUmbral Bind off cooldown? Let it interrupt your Righteous HammerRighteous Hammer instead of your Avenging WrathAvenging Wrath. The hero is too new (and not that popular) for us have seen all of it's possibilities. And playing with this level of coolheadedness is already hard enough with old and tested heroes.

Also, her talent tree is flexible enough to allow you to build up according to the enemy team. They have both Johanna and Anub'arak? Well, assume you will never be able to charge up completely and pick talents such as Maraad's InsightMaraad's Insight, DauntlessDauntless, Aegis of LightAegis of Light, and Holy WrathHoly Wrath that don't require you to charge up to get value. The enemy has no hard CC, or maybe only a Jet PropulsionJet Propulsion? You can safely pick Holy AvengerHoly Avenger, Aldor PeacekeeperAldor Peacekeeper or Velen's ChosenVelen's Chosen and fully charge most of times. Even if the enemy has three melee heroes with interrupts you can still make some strategic picks such as Light of KaraborLight of Karabor, Aldor PeacekeeperAldor Peacekeeper, Divine FavorDivine Favor and every time use Divine PurposeDivine Purpose with VindicationVindication during team fights.

And talking about her role, she is that 5th pick to round up your team. Already have a burst assassin, a strong frontliner, an efficient healer and someone to put constant pressure? Yrel can help on all of those roles, even if she can't fulfill them every time. Pair her to your squishes to guard them. Follow your frontliner to further disrupt the enemy team. Give healing, armor and cleanse to your allies from time to time to help them stay alive. Bait enemy's dangerous abilities or ultimates. That is her role.

In a similar way to Tyrande, she falls under the generalist stigma. People don't like her at first because they don't immediately get her purpose and effectiveness. As I posted before (or maybe another thread), she is a "true support" (support healer), capable of assisting every role on most situations.

Edited by lChronosl

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On 6/18/2018 at 12:46 AM, XeaKon said:

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

check her current tier.Thats right BOTTOM

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      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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