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Upcoming Heroes of the Storm AMA Schedule

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The Heroes of the Storm dev team released a schedule of three upcoming reddit AMAs. The first AMA dedicated to Art and Animation is scheduled for Wednesday, July 11. Ranked Play & Matchmaking will be discussed the week of August 6 and the final one about Hero Balance & Design will be up the week of September 10.

Heroes of the Storm AMA Schedule

  • Art and Animation: Wednesday, July 11 from 10:00 a.m. to 12:00 p.m. PDT. (7:00 p.m. to 9:00 p.m. CEST)
  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

Blizzard LogoBlizzard (Source)

On the Heroes team, we love taking the opportunity to talk with the community about game-related topics in “Ask Me Anything” threads on the Heroes of the Storm Subreddit. These not only help us provide more insight behind the dev team’s decisions, but also give you the opportunity to ask questions and share feedback directly with the people who work specifically on the areas you have questions about.

As part of our ongoing commitment to improve communication, we’re kicking off a series of three new AMA threads, so that you can get answers to all of your most burning Heroes of the Storm questions. Here are the topics and dates for each of our upcoming AMAs:

  • Art and Animation: Wednesday, July 11 from 10:00 a.m. to 12:00 p.m. PDT. (7:00 p.m. to 9:00 p.m. CEST)
  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

We’d like to focus the discussion during each AMA on a different area of the game’s development. This will allow us to provide more in-depth answers to your questions compared to the AMAs we’ve done in the past. It’ll also allow us to bring in specific groups of devs who have specialized knowledge and are better equipped to dive deep into the topic at hand.

We’re excited to hear from you, and we hope you’ll have some good questions ready for us! Stay tuned for information on future AMAs and let us know if there’s a specific type of AMA that you’d be interested to see.

Head to the official Heroes of the Storm forums to discuss this post with other players.

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51 minutes ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

Them along with Abathur and Kerrigan. They are the last ones with some old talents like Overdrive and Mule.

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2 hours ago, Arcling said:

Them along with Abathur and Kerrigan. They are the last ones with some old talents like Overdrive and Mule.

EnvenomEnvenom, lol.

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Didn't Blizzard (indirectly) state that they would keep MULE for Abathur because they consider it crucial to Aba's gameplay?

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It really isn't. Unless we're talking minions here. Mule can be removed by opposing players easily. And mines take out minions too quickly for mule to be of value. If they really want to keep it then at least call it 'Infest' and make sure it can't be destroyed, maybe draw out the heal over a longer time with smaller amounts.

I'd much rather they make mines more valuable and seperate them by levels. Maybe add a fourth mine choice by getting rid of Mule. The Spike Burst talents are also pretty lazy and ineffective compared to healing. Most talents are really. Gicing up those two first shields and the last shield requires a bit more of an advantage I think then all current talents.

Locust can still be effective on certain maps and the two fourth level mine talents are both pretty useful if you use a non-healer build. But the adrenal overload kinda forces the player to disregard the role of Abathur just to add a slight boost to an existing player as opposed to saving many teammates and finishing many kills.

Right now I can't really justify ever taking anything outside of two early shields, two stabs with monstrosity, and a shield and twin symbiote finish. The other talents don't compare to all the benefits that build does.

If you aren't bounce around your teammates saving them from death and turning fleeing death into a secure kill, while using mines to waveclear, disrupt flanks, scout, or finish off runners by mining future escape routes as they advance on you, then you're doing it wrong.

The other builds are for funtime in AI games and nothing more so far. I cringed watching Abathur being played on HGC. The other day. Mule and then a Spike Burst talent, all while solo supporting. YEESH. If you're goinf to solo support at least make sure you can help your teammates fight. The range boost on stab allows Abathur to kill pursuers while they're out of range. Use it. ?

Also, the AI when you disconnect. It chose my talents for me a few times that ruined the entire build. Abathur requires you to mostly pick a path. Stab/Heal, Locust/Mine, etc. The fact that a disconnect can end our ability to play is idiotic. Why even let us back in thet game?

So if they modified Abathur, I'd like to see talent types spread out with no repeats like in lvl 4. Mule replaces or its art/mechanics modified, and the AI fixed to not screw us over. Or give every hero taletnt resets as well for disconnects.

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7 hours ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

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43 minutes ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

Don't even get me started on Diablo. I miss his old kit so damn much.

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11 hours ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

I don't see a problem with saying "it's not going to happen until we have an actual idea for what we want to do with the hero". They can't exactly rework a hero until they have some ideas for what they want to rework it into. I also get why they are in no hurry to work on them as they are by far the most complicated and difficult hero to play (abathur is 2nd but the vikings take the crown) and playing with a bad vikings player is a truly miserable experience. A rework always encourages players to play the semi-new hero and having a large influx of new vikings players will lead to a lot of bad experiences unless they find a way to make them an easier hero to pick up and play so they would need to hit a bullseye in one shot for the rework to be a good idea.

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22 hours ago, Valhalen said:

Time to ask about The Lost Vikings rework again. Now that we got Raynor they're the only ones left. 

You're forgetting Illidan though. Who still have bolt and an AA quest that takes forever to complete.

 

 

You're all forgetting Illidan ?

Edited by Xaethron

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1 hour ago, Xaethron said:

You're forgetting Illidan though. Who still have bolt and an AA quest that takes forever to complete.

 

 

You're all forgetting Illidan ?

He is viable, though. He has his niche when paired with the Abathur Symbiote build.

Now The Lost Vikings are trash now, since everything can just kill them in seconds. And since the changes of the structures no longer running out of ammo, their split pushing became much less effective than it was before.

Edited by Valhalen

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17 hours ago, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

Both Azmodan and Dibbles needed a rework. Saying that "nobody sees anything wrong with them" is a blatant lie - all the streamers I watch complained about Dibbles before his rework and I think for the right reasons. Dibbles was invalidating pretty much every melee assassin while outtanking every tank in the game, which was just ridiculous. 80% pickrate whille still having a 53% WR... like really? Let's not forget that he had piss-poor talent diversity too. Objectively speaking - the Diablo rework has been a major improvement.

That being said, there were definately other ways to rework Dibbles - and I can understand some might have preferred it if Dibbles would have been reworked into a melee assassin instead, which is fair enough. But that is personal preference, and while this is something I definately would not have minded personally, it is just not the choice Blizzard made.  Would I have preferred a Melee Assassin Diablo? Personally, yes, mostly because I'm dogshit on main tanks ? . And because slamming people in the wall for a lot of HP was fun, especially with opposing tanks. But the latter is subjective and the former a problem residing between chair and keyboard, and neither of them are good bases to build off if you are looking to balance your game.

And Azmodan's build was highly restrictive not to mention that the Basic Abilities you didn't talent into were just a waste of mana. And Laser build is nothing but a meme. The way he was reworked being the way to go is something entirely up to debate, but that he needed a rework in some way cannot be denied and giving him Taste for Blood baseline was something that I would have done myself in his rework well before Blizzard even mentioned it (I suggested it on a stream way back in March). Also the fact that Black Pool is gone (even if I hate its replacement and I would not be surprised if Tides of Sin gets replaced again in the future) means that his abilities can be way more useful baseline without breaking things alone will give Blizzard a much easier time tuning him to have a good spot in the game. I'll save my judgement for after I have played him, but I think pure design-wise (he might be undertuned or even overtuned) it's definately an improvement even if he might have lost some of his identity.

I understand you don't like that some of your favourite playstyles get removed, but let's keep subjective and objective arguments seperate if we can.

Edited by Aasgier
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On 7/6/2018 at 9:36 PM, PrivateJoker said:

they've said in recent past AMAs that they have no plans for a TLV rework. They know they need one, but they don't know what to do with them. We should just expect more reworks for heroes that literally nobody sees anything wrong with, like Diablo and Azmodan, but nothing for TLV because it's hard.

As I've noted before: Grouped TLV actually outduel (generally .66 to 1) most Assassins if you build them for damage.  Nordic Attack Squad times 3 TLV equals a ton of bonus damage (1% HP per auto-attack per Viking over 5 seconds!), and the stun given by Large and In Charge allows TLV to outduel (and by that, I mean one TLV survives) most enemies 1v1.  Hell, if all Blizzard did is move Executioner to a talent tier where you could take it alongside Large and In Charge (which itself would activate Executioner) the TLV's grouped damage output would border on the obscene, and would make nuking a Viking (Eric) a priority in most fights.

The point on the above is simple: Give TLV benefits to being in a group alive, be it stacked damage, stuns, slows, or whatnot.  Especially since Play Again! is a thing should one (or more) of them die.  Basically, trade survivability and XP soak for major benefits if every Viking is alive, with much less potential as each Viking is killed off.  Nordic Attack Squad is a good example of what I'm looking for; more skills that scale with the number of Vikings.

The other change I would make would be controversial as hell, but would lower the skillcap on TLV quite a bit: Give a level 1 talent that when taken will cause the two non-controlled TLVs go under AI control.

The downsides are obvious: You give up a level 1 talent, and AIs aren't exactly good players.  On the other, this allows less skilled TLV players the ability to focus on one particular TLV.  Of course, you'd need robust talent trees for each individual TLV for this to be effective, as well as skills that buff TLV when apart.

The problem here is Blizzard doesn't want to have one set of talents for grouped TLV alongside an entirely separate set of talents for each individual TLV.  It makes each pick more or less automatic based on playstyle, but that's probably the only way to do TLV at all.

If anyone else has any better ideas, I'd love to hear them.

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12 hours ago, Aasgier said:

Both Azmodan and Dibbles needed a rework. Saying that "nobody sees anything wrong with them" is a blatant lie - all the streamers I watch complained about Dibbles before his rework and I think for the right reasons. Dibbles was invalidating pretty much every melee assassin while outtanking every tank in the game, which was just ridiculous. 80% pickrate whille still having a 53% WR... like really? Let's not forget that he had piss-poor talent diversity too. Objectively speaking - the Diablo rework has been a major improvement.

That being said, there were definately other ways to rework Dibbles - and I can understand some might have preferred it if Dibbles would have been reworked into a melee assassin instead, which is fair enough. But that is personal preference, and while this is something I definately would not have minded personally, it is just not the choice Blizzard made.  Would I have preferred a Melee Assassin Diablo? Personally, yes, mostly because I'm dogshit on main tanks ? . And because slamming people in the wall for a lot of HP was fun, especially with opposing tanks. But the latter is subjective and the former a problem residing between chair and keyboard, and neither of them are good bases to build off if you are looking to balance your game.

And Azmodan's build was highly restrictive not to mention that the Basic Abilities you didn't talent into were just a waste of mana. And Laser build is nothing but a meme. The way he was reworked being the way to go is something entirely up to debate, but that he needed a rework in some way cannot be denied and giving him Taste for Blood baseline was something that I would have done myself in his rework well before Blizzard even mentioned it (I suggested it on a stream way back in March). Also the fact that Black Pool is gone (even if I hate its replacement and I would not be surprised if Tides of Sin gets replaced again in the future) means that his abilities can be way more useful baseline without breaking things alone will give Blizzard a much easier time tuning him to have a good spot in the game. I'll save my judgement for after I have played him, but I think pure design-wise (he might be undertuned or even overtuned) it's definately an improvement even if he might have lost some of his identity.

 I understand you don't like that some of your favourite playstyles get removed, but let's keep subjective and objective arguments seperate if we can.

Diablo simply has the kind of kit you can't put on a hero today.  Two different ways to disrupt enemies, which happen to be excellent pairs to each other is a bit much.  And both his Heroics are situationally awesome; pick A if your team has CC, pick B if your team needs CC.

Because of his revive mechanic, Diablo should be the most squishy tank in a fight.  Sure, you get a great kit, great heroics, above average damage as a tank, and a fast respawn, but you should die about as fast as a Thrall does when focused.  If Diablo isn't frail in a fight, then Blizzard hasn't built him right.

As for Azmo, I've yet to play him since his re-work.  I ALWAYS took Black Pool; I've never seen the point to his other ult when compared to the damage boost a Q + Black Pool gave (nevermind his E + Black Pool).  I can't see his new ult as anything but a downgrade since it only affects his Q, though I tentatively like his other changes.

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      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
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    • 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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