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Hanamura Rework Spotlight

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Hanamura will return to the battleground pool soon and Creative Content Lead Kevin Johnson guides us through all the changes in the latest update.

Hanamura was pulled from the battleground roster in order to address some gameplay issues back in August. Blizzard tweaked the battleground and shared some details about the rework today.

Hanamura Rework Highlights

Payload

  • The objective has shifted from two competing payloads to a single contested one.
  • The original version had payloads on the top and bottom of the map that both teams controlled separately, dividing player attention and action across the field of battle.
  • If a payload is left unattended by your team, it will no longer drift backwards, removing forward progress, but will instead remain in its current position, until either escorted again by your team, or picked up by your enemy.
  • Winning the objective no longer deals straight damage to the core without attacking forts and keeps first.
  • The team that was successful in the initial payload push will find that the path for their second attempt will shift, becoming a greater challenge than the first. The path will update a final time upon a second successful push making the third attempt even more difficult. The pattern resets to the first path for the fourth objective.

Core

  • The core has been opened up for direct attacks from your team.

Mercenary Camps

  • Turret camps remain unchanged.
  • Healing & Mega Enforcer camps have been replaced with new Sentinel siege camps.
  • Sentinels push down lanes and have a strong cleave attack.
  • The standard vision watchtowers have been replaced with a new set of mercs that provide the same vision functionality, but instead of merely standing uncontested in the area to counter-capture them, you must take out the mercenaries positioned there instead.

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I liked the original, but I agree that this versions seems more focused and competitive. I would have liked if they had kept the old one for custom games.

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I like how the objective becomes harder for the team that gets it. Booty Bay next? (hope they don't change much, I like the map personally, Blackheart is funny and the objective's strong as it should be imho)

P.S. Can I get as ripped as Kevin pls?

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5 hours ago, SteveFrost said:

Booty Bay next? (hope they don't change much, I like the map personally, Blackheart is funny and the objective's strong as it should be imho)

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

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1 hour ago, Plergoth said:

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

Blizzard once said that they would like to change or rework Blackhearts Bay. But I cannot tell you when this was. It was just one little mention in an interview or FAQ.

Looking at what they mentioned earlyer this year, Blackhearts Bay and Lost Viking's second rework may be the next big updates.

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Legit question, what's so bad about Blackheart's Bay? It's not my favorite map but I never thought of it as particularly bad. Why do so many people have issues with it

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4 hours ago, Alkasar said:

Blizzard once said that they would like to change or rework Blackhearts Bay. But I cannot tell you when this was. It was just one little mention in an interview or FAQ.

Looking at what they mentioned earlyer this year, Blackhearts Bay and Lost Viking's second rework may be the next big updates.

My recollection of their mention of TLV was that they recognize a need to rework them, but don’t know what to do with them. Which makes me doubt they will a rework any time soon.

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1 hour ago, Warper said:

My recollection of their mention of TLV was that they recognize a need to rework them, but don’t know what to do with them. Which makes me doubt they will a rework any time soon.

If I recall correctly, in one of Reddit AMAs that happened this year, Blizzard said they wanted to make options for builds where the Vikings are stronger when fighting together, because they deemed the split push builds "not fun for everyone" (which I completely agree).

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7 hours ago, Morcalivan said:

Probably because you don't need to actually fight other people to win.

Correct. It's also the size and travel huge gaps between the top middle lanes and the bottom lane, making players feel isolated and alone in a game that's supposed to emphasise frequent team fighting, skirmishes and contested objectives. On Blackheart Bay you can literally have games were both teams rotate around the map collecting coins and clearing camps and waves but otherwise avoiding each other with the side that got the first salvo got an xp lead that basically snowballs the rest of the game and makes it very difficult for a team of equal skill to really catch up or create opportunities unless the other team makes mistakes which grows more unlikely the further up the ladder you go, hence why it's seldom seen in pro play if at all. 

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9 hours ago, Plergoth said:

Correct. It's also the size and travel huge gaps between the top middle lanes and the bottom lane, making players feel isolated and alone in a game that's supposed to emphasise frequent team fighting, skirmishes and contested objectives. On Blackheart Bay you can literally have games were both teams rotate around the map collecting coins and clearing camps and waves but otherwise avoiding each other with the side that got the first salvo got an xp lead that basically snowballs the rest of the game and makes it very difficult for a team of equal skill to really catch up or create opportunities unless the other team makes mistakes which grows more unlikely the further up the ladder you go, hence why it's seldom seen in pro play if at all. 

Precisely what is considered the biggest flaw of the map - you can ignore the other team as long as you pile up the coins. It gives you low emphasis on team fights and it is not how the devs want to it be, for obvious reasons. As for the pro play, I have been watching some HGC for around 6 months now and never have I seen being played. I don't think it's in the rotation in the first place.

But let's get back to the topic - Hanamura. I am quite happy it's back to the game (finally), though I have to admit I didn't consider it that bad. Saying that, I do realize that double payload (double objective in general) is something that makes people confused on what they should be doing at a given moment. You had to chose whether you want to escort yours and challenge theirs, which is also something that the devs try to avoid in general. People need clear objectives, otherwise they will be whining and generally feel uncomfortable. I would personally like to some something even more straightforward; if you played SCII, there was the rite of Rak'Shir when Alarak and Ma'lash would "duel". To put simply, the more units you had with 'your' side around the duelist, the faster it would push the objective towards the enemy base. So kinda like Hanamura now, but more like one-lane. I would imagine they could add Rak'Shir as a brawl perhaps.

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On 8/21/2018 at 3:36 PM, Plergoth said:

I think changing Blackheart Bay so it doesn't eliminate the middle fort or leave it on it's last legs in the first salvo would be a fair change. Ideally it should just stay off ranked rotations and even normal until it gets its own redesign or changes. 

They nerfed the amount of exp you get from first towers going down, so it's not as bad as it used to be imho. Sure, it needs changes but I don't think too much, same scope as Hanamura would do imho (there's a reason why this is one of the few maps where heroes like Nova, Valeera etc are considered "viable"- for Nova, it may be the only one).

23 hours ago, Morcalivan said:

Probably because you don't need to actually fight other people to win.

You (normally?) fight for the dubloon chests (unless you want to give enemy team free cash-literally). Also, the pay-in gets bigger and biggrer progressively and it rotates between lanes; a team definitely can't just "farm" their half of the map all game and win without crossing over to the other side; unless the other team never contests (and you should always contest).

I really don't get why the map that is the glaring example of "pay2win" gets so much hate ¯\_(ツ)_/¯ kappa

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      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
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    • 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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