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