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BlizzCon 2018 Heroes of the Storm Rewards

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BlizzCon 2018 rewards have been added to the game in the latest content update. Virtual Ticket holders will receive a mount, spray, banner, and portrait this year.

Nexus Razorgrin Mount

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BlizzCon 2018 Banner

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BlizzCon 2018 Portrait

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BlizzCon 2018 Spray (Cartoon Nexus Razorgrin)

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9 minutes ago, Haheisenberg said:

Funny how blizz pretends that someone cares about this game yet the token price doesn't move up by even one gold until WoW reward gets announced.

Why so negative? I, for my part, will take this news for what it is: A cool new mount announcement for HotS and not about WoW

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4 minutes ago, Istinon said:

Why so negative? I, for my part, will take this news for what it is: A cool new mount announcement for HotS and not about WoW

It's that mob mentality, very often when I see news about HotS somewhere people spam "no one cares about this game", "lul dead game" etc. Sadly, that even spread to Overwatch now. It's basically with every game that had surge of popularity at one point, but then lost many players or isn't in spotlight anymore.

Edited by Arcling
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13 minutes ago, Arcling said:

It's that mob mentality, very often when I see news about HotS somewhere people spam "no one cares about this game", "lul dead game" etc. Sadly, that even spread to Overwatch now. It's basically with every game that had surge of popularity at one point, but then lost many players or isn't in spotlight anymore.

Every game that is at the end of its growth cycle has to deal with these comments. That does not necessarily mean the game is declining - it might just be that the game is stagnating - but it sure as hell isn't growing much anymore.

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25 minutes ago, Arcling said:

It's that mob mentality, very often when I see news about HotS somewhere people spam "no one cares about this game", "lul dead game" etc. Sadly, that even spread to Overwatch now. It's basically with every game that had surge of popularity at one point, but then lost many players or isn't in spotlight anymore.

It's more about blizz releasing an unfinished game which BfA certainly is (don't say it's not, even Icy Veins had an article titled "is wow in open beta?" which was quickly changed). I know those teams are not related but it still feels annoying to see any news from other game, knowing that a rushed expansion will be slowly fixed over time instead of being released later but actually completed. You may ask wouldn't the content draught be a problem if we waited some more time for a new exp? Well maybe if there were more resources put in the main game instead of another shitty, toxic, imbalanced game, then we would have mkore content or the new exp would actually be complete earlier. 

Edit: 

Besides what I wrote above, let me say again that if a considerable amount of people cared about this, the token price would already skyrocket. You will see this if we get a nice mount for WoW as a ticket reward.

Edited by Haheisenberg

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57 minutes ago, Haheisenberg said:

Funny how blizz pretends that someone cares about this game yet the token price doesn't move up by even one gold until WoW reward gets announced.

I always wonder why toxic people take the time to comment negative stuff on forums about things they "don't care" about...

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30 minutes ago, Aasgier said:

Every game that is at the end of its growth cycle has to deal with these comments. That does not necessarily mean the game is declining - it might just be that the game is stagnating - but it sure as hell isn't growing much anymore.

That's true, usually if game is at least successful to a degree, it will get rather stable, albeit smaller playerbase. There is always a wave of players who will leave the game once it's "newness" wears out, usually that's when these comments start appearing.

@Haheisenberg Yes, BfA was released with plenty of unfixed bugs and unfinished content. As for token prices, some people play only WoW, so it's not going to increase just for HotS mount, which isn't even that unique, as it is a retextured model of already existing mount. Gold prices also skyrocket when there is new game on BN (like it was the case with Destiny 2). I guess mount for WoW will have a unique model, so more people will care.

 

Edited by Arcling

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HotS is certainly not dead, but the playerbase feels low, especially if you play team league of unranked at night, you will be playing with the same people over and over and in team league queue times will be huge unless you will get into an extremely unfair match because there is no way around this.

IMHO, HotS worked only because it had Blizzard characters that we all love. It had some conceptual flaws (like shared XP, team dependent gameplay, inability to see your and enemy's MMR etc.) and if any other studio would've made the same game it would've been dead a long time ago. I'm not even talking about matchmaking since perfect matchmaking just wasn't invented yet and it impossible in a game like HotS (too many heroes, maps and other variables).

What I think happened is Blizzard was probably unhappy since they missed their golden chance with DotA and they decided to make their own DotA (if you remember, it was called Blizzard DotA for some time while in pre-prodution). Then they decided to make their vision of a MOBA game, different from MOBAs of the time (DotA, Dota 2, LoL, HoN, RoT, whatever), featuring their characters and lore.

HotS is probably the least profitable Blizz game (besides Diablo III of course), and it treated that way as well. I don't know how it is currently, but it used to be just a side project and an additional workload for Dustin Browder and his SC2 team. It really feels like this was indeed calculated and they perfectly know how much they are spending and what they are doing with their games. 

Also, they sort of cornered themselves with very weak customization and low micro-transaction incentives before HotS 2.0. They could've made much more money off the game if they'd thought of that before, like Gabe did with Dota 2.

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18 minutes ago, Kuarinofu said:

HotS is probably the least profitable Blizz game (besides Diablo III of course), and it treated that way as well.

It's above D3 for sure, and maybe SC2 too, since it also seems rather dead and mostly in maintenance mode. Also the fact that all new co-op commanders and skins are locked behind paywall, isn't attracting new players. Most casuals have abandoned this game, and those who are still playing it are mostly those following esports and/or those who are very competitive in ranked.

I actually like shared team xp in HotS, though many players coming from others mobas hated it and also complained that they couldn't play "solo", to carry whole team. All skins initially locked behind paywall certainly didn't help to attract more casuals, something like heroes 2.0 should have been there from the start. Agree that Blizzard was rather late with releasing this game (and originally it was even supposed to be a part of SC2 arcade), which is rather funny, because this genre started in W3. Another issue is that they initially advertised HotS as casual game, "hero brawler", but later started making changes for the sake of it becoming more "esport friendly" (shorter cc, burst damage being more prevalent than sustained etc.).

Edited by Arcling
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5 hours ago, Arcling said:

Most casuals have abandoned this game, and those who are still playing it are mostly those following esports and/or those who are very competitive in ranked.

You guys are all just being echo chambers of each other... You're wrong.

HotS is not 'dead'.

It's not 'stagnate'.

It's not something that 'most casuals have abandoned'.

And it's not something that only esports and 'very competitive' players play.

All my friends who play HotS are casual players and we play just about every night together (about 10-15 of us). Most of them don't play much else games wise. This is pretty much their one thing they do other then tv/videos to past the time when off work. I play lots of video games myself, but I'm by NO means very competitive.

I rarely ever play ranked matches. I and many of my HOTS friends I game with all the time just do our placements in TL for the free mount. And placements in HL just to see how we stack up. And then don't worry with ranked for the rest of the season. I do have a few HotS friends that play ranked a lot on my friends list but they don't play as much with us more 'casual' players.

And trust me the majority of my friends on HotS are 'casuals' about it. We just enjoy playing the game with each other more then anything else. And getting to play with characters we find fun to play And playing a game that's fun and not got all the bullshit that LoL and DOTA do. Also most of my HotS friends have either never played LoL of DotA or only played it very briefly before trying HotS and MUCH preferring it to the competition.

 And I'm pretty sure money wise it's Overwatch/WoW/HotS/SC2/D3. But it could be that HotS is number 2 in profits for them behind Overwatch or WoW/Overwatch/HotS. but still either 2 or 3 in profits.

And don't even count Destiny 2 or CoD:BC4. Those games have NOTHING to do with the Blizzard studio teams. They are only on B.net by order of Activision (who own Blizzard) for a platform/launcher for them to be played on PC to bypass Steam. So Activision can make all the profits from the games rather then having to give a percentile of it to another service like Steam and the like. So rather then making another launcher they just started having stuff like that added to b.net. Plus it exposes those games to a user base on b.net that might not have thought about getting the games otherwise.

So yeah... you guys are just plain wrong about HotS. And like someone else said, if you don't like the game so much and think it's 'dead' why are you even on here talking about it / bad mouthing it to begin with.

It sounds to me like you guys are all just whining and crying cause you didn't get a fancy new toy that you wanted so now your bitching and complaining and calling your parents assholes for not giving you one. Rather 

Plus they're bonuses for buying the Blizzcon tickets in the first place. The point of bonus items isn't suppose to be the reason you buy something. The primary item is. If you don't give two shits about watching all the Blizzcon event stuff live on Twitch or YouTube or you don't plan on actually going to Blizzcon then don't worry about it. You can easily watch all the important stuff on YouTube soon after. And they run a bunch of the Esports event stuff for it on Twitch live during them without a ticket to watch for free too.

 Infact you should consider the fact that it's 'just a reskin' a good thing! Cause that means you didn't have to spend a SUPER high price just to get an ultra rare unique one time only item. 

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51 minutes ago, CyberDVonaven said:

You guys are all just being echo chambers of each other... You're wrong.

That part with casuals abandoning the game was about Starcraft 2. HotS is mostly casual, with GMs already complaining about long queues.

Edited by Arcling
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That, and stagnating is not necessarily bad. Games can spend a long time in this phase of their life cycle (World of Tanks, for example, is around for slightly less than a decade now and has spent three quarters of its life in this stage).

A stagnating game is also not dead by any means - it means it is no longer growing rapidly in playerbase. But stagnation (HotS life stage) is far from a decline and even declining games are not dead.

Let's take another example from a game I played; Rise of Mythos. I remember when it was growing (for about 9 months after it came out, then it was stagnant for 9 months, then the game developers introduced completely broken bullshit and the game died off in another 6 (losing over 90% of its playerbase in that timeframe). This is what I would call a dead game, currently. It has gone through all of the phases in its life stage, suffered from a complete decline and queue times are through the roof.

Edit: Rise of Mythos, for those that don't know, is a Chinese card game. They tend to have relatively short life cycles, as the numbers here show, since Chinese game design philosophy does not care about longevity - it is all about milking consumers as quickly as you can.

 

Edited by Aasgier
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On 9/19/2018 at 6:49 PM, Arcling said:

That part with casuals abandoning the game was about Starcraft 2. HotS is mostly casual, with GMs already complaining about long queues.

Oh, ok. That makes fair more sense :).

In regards to the GrandMasters complains, I would assume that's an issue in any game with ladders at the highest levels of ranked play.

I know if I was Master or GrandMaster (which I'm far from either, but a can dream ? ) I would always just expect my queue times to be longer and longer the higher up in rank I got. It wouldn't exactly make much since for there to be a TON of GM players. It would kinda defeat the principle that so few are good enough to be a Grand Master in the first place.

Edited by CyberDVonaven

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On 9/20/2018 at 4:32 AM, Aasgier said:

This is what I would call a dead game, currently. It has gone through all of the phases in its life stage, suffered from a complete decline and queue times are through the roof.

??? o_O? Are you a Master/GrandMaster or something? Queue times are just fine for me and my friends. They're only slightly longer then they've ever been for us.

The only time we have problems with it taking forever is when one of our Master rank buddies plays with us. Then it takes forever because our 5 person team has such differing ranks it makes it harder on the game to match us up to another 5 player team properly.

Also we play on NA and usually are all playing together at around like 2or3am-6or7am EST (mine and couple others) / 11pmor12am-3or4am PST (several others in our group). Cause one of our friends is in Australia (14hrs ahead of EST) and another is in Hawaii (6hrs behind EST) So at those times of night/morning it's gonna be less people on NA. Like when I'm still up playing at like 7am EST it usually takes longing then when I'm playing at like 2-3am to get a match. And it's obvious to me WHY it takes longer at these times. If I was playing around 5pm-9pm EST or so on a regular basis I'm pretty damn sure queue times would be very short comparatively.

So maybe you guys 'idea' of short and long queue times determining if a game is alive, growing, stable, or dead is flawed. Also I have to wonder what times you consider 'short' and 'through the roof' to begin with. And your basis of comparison as well. Cause the few times I've tried to play LoL in recents months, despite the game having such an I assume large player-base, I found my queue times on there to be longer or about the same as in HOTS for me.

ALSO AN IMPORTANT NOTE; Queue times have increased since they changed the way the system does it's matchmaking and how it tries to pair up players (and their choices of heroes in QM). They've talked about this in Dev blogs to the community. Which have been talked about/highlighted here on Icy Veins before. About how times would be longer when they implemented this change, but they felt that the increase in times would result in better matchmaking for the players. And how they would keep refining the system in the future as well to keep trying to get it to a better balance between the quality of matches versus time waiting for a match in queue. So this is something else you guys don't seem to be taking into account or remembering too.

Edited by CyberDVonaven

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9 hours ago, CyberDVonaven said:

???

Reading is hard, appearantly.

I was talking about Rise of Mythos in what I would call a dead game. In Rise of Mythos you won't find a game often enough even when queuing for 20 minutes - and that is a mostly 1v1 game.

Heroes of the Storm is stagnating; its initial growth phase is over, but this game is far, far from dead. I tend to find games pretty quickly unless I'm in a 5-man trying to play the newest hero in QM or something. Not always, in off-times it can be 5 or 6 minutes easily (EU, Silver) but it's overall pretty doable. But stagnating it definately is; new players are not coming by the droves anymore, players are leaving because they think they have played the game long enough (not because they think it is a bad game, just because they have had enough of it), but also that the influx of new players is still enough to compensate for the players leaving.

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15 hours ago, Aasgier said:

I was talking about Rise of Mythos in what I would call a dead game.

Ahh, I see now. I thought you had moved from talking about RoM back to HotS in the same paragraph.

So ended up both of my defenses of comments on HotS in this thread ended up being me misunderstanding what subject each commenter was talking about at the time in their comment. ...I feel silly now...

I am glad that everyone is in agreement that HotS is doing well these days. Or at least doing well enough to sustain the game to continue for (hopefully) years to come. On a side note to that current sustaining success. I been watching the HGC matches today on Twitch and I noticed that the LoL EU Masters was also going on at the same time on the Riot Games channel. They were only 200 or so concurrent viewers apart with both being just shy of 18,000. With LoL having the slightly higher viewer count at the time I checked this afternoon. So that's great to see :). 

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8 hours ago, CyberDVonaven said:

Ahh, I see now. I thought you had moved from talking about RoM back to HotS in the same paragraph.

So ended up both of my defenses of comments on HotS in this thread ended up being me misunderstanding what subject each commenter was talking about at the time in their comment. ...I feel silly now...

I am glad that everyone is in agreement that HotS is doing well these days. Or at least doing well enough to sustain the game to continue for (hopefully) years to come. On a side note to that current sustaining success. I been watching the HGC matches today on Twitch and I noticed that the LoL EU Masters was also going on at the same time on the Riot Games channel. They were only 200 or so concurrent viewers apart with both being just shy of 18,000. With LoL having the slightly higher viewer count at the time I checked this afternoon. So that's great to see :). 

...Why would I move back to HotS in the same paragraph?

I won't blame you. I made the same mistake of misreading and misunderstanding things often enough, albeit on other forums. It's only a matter of time before I do it here too.

Yeah, HotS is not really in a bad place. The stories I have heard about Riot seemingly screwing up League of Legends can easily lead to a second growth phase for HotS too if they are remotely true. However, it does require that Blizzard gets its act together and gets rid of the bullshit elements (replacing Genji's Protected, Maiev's Vault, Chromie's Time Trap/Time Loop and Mephisto's Consume Souls would probably help a lot). We probably also need some more crazy heroes in terms of design, because those are what make HotS stand out in the first place.

Edited by Aasgier
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On 9/23/2018 at 6:00 AM, Aasgier said:

We probably also need some more crazy heroes in terms of design, because those are what make HotS stand out in the first place.

I agree with this for sure. I really do hope they go ahead with the rumored Mira Han & Matt Horner duo Hero. (picked like ChoGal but separate). And after reading the new comic that came out today (Tuesday Sep 25th) they could do a skin for it that's the Queen of Thorns' Daughter & Son too.

Edited by CyberDVonaven

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On 9/19/2018 at 5:25 PM, Kuarinofu said:

HotS is certainly not dead, but the playerbase feels low, especially if you play team league of unranked at night, you will be playing with the same people over and over and in team league queue times will be huge unless you will get into an extremely unfair match because there is no way around this.

IMHO, HotS worked only because it had Blizzard characters that we all love. It had some conceptual flaws (like shared XP, team dependent gameplay, inability to see your and enemy's MMR etc.) and if any other studio would've made the same game it would've been dead a long time ago. I'm not even talking about matchmaking since perfect matchmaking just wasn't invented yet and it impossible in a game like HotS (too many heroes, maps and other variables).

What I think happened is Blizzard was probably unhappy since they missed their golden chance with DotA and they decided to make their own DotA (if you remember, it was called Blizzard DotA for some time while in pre-prodution). Then they decided to make their vision of a MOBA game, different from MOBAs of the time (DotA, Dota 2, LoL, HoN, RoT, whatever), featuring their characters and lore.

HotS is probably the least profitable Blizz game (besides Diablo III of course), and it treated that way as well. I don't know how it is currently, but it used to be just a side project and an additional workload for Dustin Browder and his SC2 team. It really feels like this was indeed calculated and they perfectly know how much they are spending and what they are doing with their games. 

Also, they sort of cornered themselves with very weak customization and low micro-transaction incentives before HotS 2.0. They could've made much more money off the game if they'd thought of that before, like Gabe did with Dota 2.

Have to disagree on pretty much every point you make, except that hots isn't dead. Sure the blizzard iconic characters helps the game but to suggest that shared xp and team fight focused gameplay are conceptual flaws is incorrect. There is only one reason why Hots isn't bigger, timing. It came out after dota2 and lol had already began to dominate the market and it's hard for people to give up thousands of hours of grind and to also relearn how to play. It's well known that lol and dota2 players that try hots are easily the worst players in the game as they simply can't wrap their heads around how the game works. Personally I could never fathom how badly designed lol and  dota2 are as games and they are only in the lead because they were to big to fail.

Where you really lose me is when you suggest Diablo 3 as being "least profitable" when it's the 10 best selling video game of all time, across all platforms, I wonder how you define profitable? 

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By profitable I mean the ability to make money with in-game microtransactions or in other way. Like they first did with RMAH, they can't do that any more anyway.

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      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: Decrease the cooldown of Molten Core by 110 seconds when used on a dead Fort or Keep. In addition, the starting range of abilities in Molten Core are increased by 100% and will continue to grow. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Updates Balance Update Bug Fixes General
      New Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
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