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Heroes of the Storm 2019 Gameplay Updates

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An overview of gameplay changes coming to the game in 2019.

2019 Gameplay Update Highlights

  • Blizzard's changing the way they reward players who prioritize push strategies to gain experience and power advantages and they want to accomplish this with the following changes:
    • Experience
      • All experience earned from destroying a Fort or Keep is being removed.
      • Experience earned from destroying Towers will be reduced by 50%.
      • Passive experience gains will be increased by 15%.
      • Experience gained by defeating defending Mercenaries will be increased by 100%.
        • Defeating Laning Mercenaries will grant 100% of Defending Mercenaries experience.
    • Catapuls
      • When a team destroys a Fort, they'll gain a Catapult in every 3rd Minion wave.
    • Armor Revamp
      • The game will now apply only the highest (or lowest) amount of Armor to a Hero at any given time.
      • There's a new user interface element to make Armor easily readable.
    • Matchmaking Improvements
      • The matchmaker will include a Tank, Healer, and ranged Assassin on each Quick Match team.
      • Players who queue up for roles that are in short supply will receive bonus experience for being team players.
    • Stimpacks Reworked to Boosts
      • All players ona  team will receive a 5% increase to experience for each active Boost at the end of each match (up to 45% XP bonus if all 10 players have a Boost active).

Blizzard LogoBlizzard (Source)

The only thing that’s constant in the Nexus is change. As mentioned at BlizzCon 2018, in the coming months we’re bringing you gameplay and matchmaking changes, feature updates, and a whole new way to earn experience with Boosts! Read on for more information.

Experience a New Experience… Experience:

One of our major goals with the 2019 updates is to implement gameplay changes that encourage closer matches and avoid the dreaded “snowball” effect. After careful design, implementation, and iteration, we felt that this best way to accomplish this goal was to slow down the “snowball effect” just as it starts to come into play. In short, we’re changing the way we reward players who prioritize push strategies to gain experience and power advantages. While we still want to reward players for pushing, we’re focused on removing the direct power advantage we give to these teams and will instead reward them with a strategic advantage. To accomplish this, we’re making the following changes:

Structure Adjustments:

Previously, we granted a great deal of experience to players for destroying structures. In order to help us accomplish the goals we described above, we’ve redistributed how Experience is earned across a few parts of a match, as detailed here:

  • Removed all Experience earned from destroying a Fort or Keep
  • Decreased Experience earned from destroying Towers by 50%
  • Passive Experience gain increased by 15%
  • Increased Experience gained by defeating defending Mercenaries by 100%
    • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience

To ensure that teams were still rewarded and encouraged to take down key structures, we are also changing how catapults (and their Battleground-specific equivalents) are awarded. Here’s how:

Catapulting Heroes into 2019:

Catapults.gif

When a team destroys a Fort, they’ll now gain a Catapult in every 3rd Minion wave. This allows consistent (but not constant) pressure in a lane that enemies will have a hard time ignoring. This change also introduces a secondary form of snowball prevention that is not as obvious—a team that’s ahead will have more pressure in lanes, pushing Minions (and Experience) towards their opponents, allowing them easier and safer ways to regain a foothold in the match. As a note, killing a Keep will result in Catapults with every wave, which is identical to the current live functionality.

  • NOTE: In order to keep early-game Catapults from being too devastating to defending teams, you will also notice some new scaling changes that will gradually increase the size of their area attack, attack range, and damage/health as the game progresses.

Armor Revamp:

SpellArmor.jpg        Armor.jpg

In addition to updating Experience and Catapult mechanics, we’re also unifying the Armor system. Gone are the days of bringing multiple Heroes that grant Armor and stacking them to absurd levels. Our live design team has been watching those strategies rise in competitive play and is taking the opportunity now to make proactive changes for the health of the game at all levels of play. Now, just like Movement Speed modifiers, the game will apply only the highest (or lowest) amount of Armor to a Hero at any given time. To cap it off, we’ve created a new user interface element that will give on-the-fly information to players about how much (and what kind) of Armor Heroes have.

Matchmaking Improvements:

Know Your Role:

To create a more consistent Quick Match experience, the matchmaker will now prioritize including a Tank, Healer, and ranged Assassin on each Quick Match team—unless you’re in a group of five, in which case, no restrictions will apply!

Call of the Nexus:

Players who queue for roles that are in short supply will receive bonus experience for being team players. Just look for the Bonus Experience icon located above each Hero when viewing the Hero Selection screen.

Move over Stimpacks, Here come Boosts:

Boost_NoText.jpg

What was once called a Stimpack is now a Boost, and in addition to buffing your XP and Gold gains, all players on a team will receive 5% bump in experience for each active Boost at the end of each match. That mean players can receive up to a 45% XP bonus if all 10 players in game have a Boost active! In addition to these stacking Boost XP buffs, you’ll also be able to retroactively Boost your Gold and XP gains at the end of a match by applying a Boost 

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Nice changes overall. I am a bit confused about the armor changes, will we only have access to separate Physical and Spell armor from now on, since they showed two different symbols?

Could anyone on the show floor test it up, if it is available there yet? ( @Oxygen maybe?)

Edited by lChronosl
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The fact they want to fight snowballing makes me happy. Usually, it's way too easy. My big question though is does this make winmore talents better?

Boosts are cool.

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Oh lords... Activision must have demanded more 'player choice' microtransactions money from Blizzard. So dropping per day stimpacks for 'more choice' boosts PER MATCH microtransactions. And in addition based off of how many people in each individual match have one on so it 'pushes' everyone to want to buy them so they can 'maximize' your xp gain as much as possible. Gotta get that 'min-max' leveling right?

I'm sure 'Corporate Commander' is rubbing his hands together in anticipation for this 'lovely' new change.

3.png

When 'Boosts' hits live servers

6e0.png

Edited by CyberDVonaven
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At first, I absolutely abhor the xp changes, specifically the removal of xp gain from forts, as it completely nullifies the skillsets of split pushers, like Zagara and Xul. The changes do improve the importance of a solo lane role, as retrieving camps will now be mandatory for a boost in xp gain, and defending against them will finally have a reward for doing so, which is nice. The addition of Catapults in every third lane will be massive in taking down keeps, however I think the importance of taking down keeps will be heavily reduced, as we won't gain xp from it and they will already be constantly pressured by catapults. The armor changes brought simple labeling for Physical and Spell armor, however what I'm intrigued by is "maximum and minimum armor". Will every hero have a set maximum and minimum? Or will they each have their own specific maximum and minimum amount of armor? Overall, they're nice changes, need some looking into first, because I immediately hated almost all the changes, but after more reading and thinking, they're mostly addressing a lot of the minor problems the game is facing, especially the armor issue they addressed.

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On the one hand, I see the motivation behind this exp change, they want to create more opportunities for comebacks and reduce snowballing and one sided games. On the other hand, such game design seems quite bad because it either punishes you or does not reward you enough for your success in the match. Like, you have nothing for destroying a fort, but instead an enemy has another minion to gain exp from and a means to stall the lane de-push. Not so enthusiastic about that.

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I like the idea behind all of this, though I think people watch the boosts wrong.

I'm not saying they aren't encouraging more to get them. That's obvious, and what you'd expect from this sorta thing, but it isn't forcing anyone to get it. It's more of a small bonus to others that play with you, in addition to what you're already getting. If it were forced, they'd make it so that one those who had a boost on would get the stacking bonus EXP.

Of course  I know the drill with this. A small bonus for others, will end up being turned into a nightmare during events, when the... Morally challenged people, will say that it's either a boost on, or you're getting a kick. A sad side effect, though hopefully it can be tinkered with a bit more in some way to discourage that.

In any case, I like what I'm seeing, though as always #ReworkTLV and #GiveRagnarosSkins

Why TLV was not the rework instead of someone who were not in need of it, like Sylvanas, I really don't get.

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On 11/2/2018 at 6:45 PM, CyberDVonaven said:

Oh lords... Activision must have demanded more 'player choice' microtransactions money from Blizzard. So dropping per day stimpacks for 'more choice' boosts PER MATCH microtransactions. And in addition based off of how many people in each individual match have one on so it 'pushes' everyone to want to buy them so they can 'maximize' your xp gain as much as possible. Gotta get that 'min-max' leveling right?

I'm sure 'Corporate Commander' is rubbing his hands together in anticipation for this 'lovely' new change.

3.png

When 'Boosts' hits live servers

6e0.png

 

Blizzard Entertainment is not a non-profit organization genius..

 

So you must think the customers are reasonable when they ask why you're trying to make money of them for offering services. 

 

How are you still alive? 

Edited by greatCraft
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On 11/11/2018 at 4:08 AM, greatCraft said:

Blizzard Entertainment is not a non-profit organization genius..

So you must think the customers are reasonable when they ask why you're trying to make money of them for offering services. 

the TL:DR of this whole comment

I'm glad to see that Boosts are just Stimpacks with more XP. And to greatCraft's comment I have no problem with Blizzard making money from microtransactions as long as it's not at the expense/detriment to itself by predatory exploitation of it's player base. Which I'm happy this turned out definitely wasn't/isn't. 

 

 

First off, I was wrong about the way boosts were going to work.

Blizzard's comments about it in their original 'upcoming gameplay changes' poorly explained it. It gave the impression they were taking away Stimpacks so they could bring it something that would be more match by match focused.

 Turned out it's just a name change and a visual look change. Other then that it's just Stimpacks with an added bonus of more XP per person who has one in each match. Their starting statement about it of 'Stimpacks are gone. Now we have Boosts' was a misleading one. It left me (and I imagine others too) to speculate that it was likely to be a more predatory form of microtransactions. Fortunately this was not the case AT ALL. It's just Stimpacks, but a little better :).

NOW on to your comment to me, greatCraft...

At no point in my comment did I say or insinuate anything like 'HOW DARE BLIZZARD FOR TRYING TO MAKE MONEY OFF THIS GAME!!!' as you are acting like I did. So no I don't think people that act like that are being reasonable. 

I was saying how it seemed like from what they had said that they were changing something to become a more microtransaction heavy version of XP boosts that would be per match (or perhaps per hour) rather then per day. Which if had turned out to be the case would have been a slap in the face value wise compared to stimpacks. And something I would expect from EA & WB Games. And something that is present in other Activision games like the Call of Duty series of games. As well as Destiny 2 (which is hosted by battle.net servers.) So it seemed very possible that the lords on high from the Activision side of the company were giving orders for such things here too.

I was VERY relieved when I got on the PTR last Tuesday to see that my fears (and comments about it) were for naught.

Just to clarify for you, I have no problem with Blizzard making money. In fact I'm glad to see reports that they are making good money with an increase in income (I believe HOTS is included in the 'battle.net' portion of the earnings report. Without that good income we wouldn't still have the games to play that we all love.

My issue, as I said, would have been a more predatory form of microtransactions. It's nice to see that Blizzard hasn't allowed Activision to get them to do such things in their mainline games. And has opted to just make mobile versions of them to satisfy Activision in these sort of matters. Which I feel is a perfectly responsible way to go with it. And one that we should be happy they are doing. As it means that they only need far more relatively small teams to work on mobile projects. And even smaller Blizzard teams if they just outsource the majority of work like they have for the Diablo Mobile game. Also they can do far more microtransactions in them as it's the expected norm in the mobile market. And is accepted by the player base as a whole (for the most part) on that platform. Which even then I'm sure it won't be as bad as some games on mobile have done it (like EA did with Dungeon Keeper for example). Or even as bad as they do in games under King like the Candy Crush series.

So to bring it back to my original point. I'm glad the Boosts are just Stimpacks with more XP. And to greatCraft's comment I have no problem with Blizzard making money from microtransactions as long as it's not at the expense/detriment to itself by predatory exploitation of it's player base. Which I'm happy this turned out definitely wasn't/isn't. 

Edited by CyberDVonaven

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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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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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