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The Future of Heroes of the Storm

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Here's a message from Production Director Kaéo Milker about the future of Heroes.

Yesterday, Blizzard announced there would be no officially supported Heroes Esports events in 2019, because the game apparently doesn't bring in the desired revenue. As a result, Heroes will be set up for long-term sustainability, resulting in less content and a decreased cadence.

Kaéo Milker, the game's Production Director, told the community in his latest message that an all-star team of developers are still going to develop the game and support it in the future. The team has a unique opportunity to rething things and reprioritize. They're still committed to regular Hero reworks, themed events, and new Heroes, because they want to keep the game dynamic and fun.

Blizzard LogoBlizzard (Source)

Yesterday, we announced a difficult decision—the HGC will not be returning in 2019 and we’ll be transitioning some Heroes of the Storm developers to our other game teams. While our extended Blizzard family working on World of Warcraft, Hearthstone, Overwatch, and our unannounced projects will be getting an influx of much-needed, extremely talented Heroes devs to help them achieve their goals, it also means that we’ll need to change the cadence of support for Heroes going forward.

So, I’m sad. I’m sad because I love this team and this game that we’ve built together, with all of you, and this past year has been such a great one for Heroes of the Storm. The HGC had its best year yet and I was so looking forward to the 2019 season. On the game side, we’ve had a steady stream of some of the most sought-after heroes, amazing themed events, and impactful reworks. We also made meaningful progress on improving core systems and features across the game. We truly hit our stride in 2018, so I’m disappointed that some of the exciting plans we had for 2019 will have to change.

But all is not lost. The team that remains dedicated to Heroes of the Storm is a veritable Who’s Who of developers who have been driving every facet of the game from the very beginning—from people you know and have seen speak publicly about the game for years, to those who have poured their hearts into it from behind the scenes. In short, we’re continuing to develop the game with an incredible team that has the experience and passion required to support Heroes of the Storm well into the future.

The Heroes of the Storm team and I also have a unique opportunity to rethink things and reprioritize. Because now more than ever, our charge is to focus on taking care of you, our players, and to channel all our energy into keeping the game dynamic and fun. This means we’re still committed to regular hero reworks, themed events, and even new heroes. We’re setting our sights on the new goals and timelines for what we want to do with the game from here on out and we’re eager to share those plans as soon as they’re finalized.

So, I’m also excited. I’m excited for my teammates to bring their hard-won experience from making this game to the other teams at Blizzard to help their games be even better. And I’m especially excited for Heroes of the Storm to continue evolving with a renewed focus and purity of purpose.

Thank you for joining us on the journey so far, and please bear with us through these changes. Your feedback is as critical as ever, and continues to guide our priorities and decisions while helping us be better along the way.

Thank you,
Kaéo

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Well as grave as it sounds at first, I think the absence of e-sport can be a big opportunity for HotS. I also play League of Legends and while the focus on e-sports gets bigger and bigger, the everyday gameplay is suffering. So fingers crossed that they will play this out well.

Edited by Thundertree
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Not a big deal imo. Not that the servers are closing and the tournaments will just transfer towards locally organized by organizations. WC3 is living like this for a damn decade and hasn't only not died, but sees resurgence in interest, which even led to remaster now. 

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25 minutes ago, Thundertree said:

Well as grave as it sounds at first, I think the absence of e-sport can be a big opportunity for HotS. I also play League of Legends and while the focus on e-sports gets bigger and bigger, the everyday gameplay is suffering. So fingers crossed that they will play this out well.

I think you may be on to something here.

Lots of people I talk to have been complaining about the homogenization of heroes, and its likely a result of chasing the esports dragon.  

Freeing themselves from those constraints may make some hero designs more wild and fun, at the cost of balance of course.

This announcement still sounds like damage control.  But we'll see.

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27 minutes ago, shanghaied said:

I think you may be on to something here.

Lots of people I talk to have been complaining about the homogenization of heroes, and its likely a result of chasing the esports dragon.  

Freeing themselves from those constraints may make some hero designs more wild and fun, at the cost of balance of course.

This announcement still sounds like damage control.  But we'll see.

Ehr, it's perfectly possible to make wild heroes that are completely balanced. Just accept that they will kinda suck in unorganized play (ie; Tassadar levels of winrate).

Otherwise I agree, except that I don't have much hope for the future either.

Edited by Aasgier
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Chasing the e-sport white whale is a hill I've seen so many projects die on. The factors that make a game a "successful e-sport" that are almost completely out of your control vastly outnumber the ones that are in your control. I feel bad for the people who enjoyed watching HoTS over the years, but I am truly hopeful and encouraged that this shift will allow Blizzard to re-focus on making the game great for their audience, without being pulled in conflicting directions by the "pro scene" and the restrictions demanded by a full schedule of events.

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As I wrote on the other post (and you guys pointed here), it might be even easier to create and balance gameplay without "official pro players".

This sounds bad, but I won't lose my trust on the HotS dev team. My trust on Blizzard as a whole, tho...

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Uncommon Patron

I'm honestly not surprised by this turn of events. I, personally, may not have watched a lot of competitive matches, but I could tell that that particular scene was not as robust as they were making it out to be. And I don't really think that's a bad thing, in the long run. Now they'll have a dedicated team to ensure that the game is maintained and balanced for the future. Without the competitive aspect of the game, we'll likely see more unique changes happening to the game, as the developers who are staying on will have more creative freedom to do more interesting changes, without fear of repercussion from higher ups.

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I would never have played at a high enough competitive level for this to directly impact me as a player, but I will still miss having those references to aspire to.

This change worries me because it pushes away the highest skill tier of players from Heroes, overall lowering the skill level of the game.

With Heroes only ever having held a foothold in the MOBA genre, will the new competitive reality be enough for those who remain to retain an interest and ensure a healthy long-term community?

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IMO HotS was never Esport material.

It was much too focused on "noobs" - which was a good thing and the correct decision!

I played several years ago thousands games of Dota.

But I enjoyed HotS for quite a few games - because it was noob friendly: No outleveleing, no itemsystem, no denying.

If you want an extremly high skill depended game you had Dota and LoL.

Both great games. Blizzard had to do something different in HotS.

And they did the only thing that was sensible: Make it a little easier. No items, no outleveling.

Sure, in HotS the better team will win. But if don't play as good as the others you are not "raped" like in Dota.

In Dota if you are outskilled you get very soon outleveled and outgeared -> You are fucked extremly bad.

As I sadi, a very good decision of Blizzard!

However: It was a decision that made the game much less interesting for "pro" gamer. For Esport, Dota / LoL are much more interesting then HotS.

Is this a bad thing? IMO: No. Who cares if the game is big in Esport? Does that make the game more interesting to play? Do I have more fun playing it? For me: No. And I guess that is true for most player.

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I don't think most people are raging about HGC being cancelled, but about HOW BLIZZARD TREAT THOSE PRO PLAYERS AND CASTERS WHO ARE MAKING A LIVING ON HGC, especially when we have some of the best casters in the world.

Those Hearthstone and Overwatch 'Pros', be careful. Blizzard will suddenly make you unemployed without any notice in advance when they decide that they aren't earning enough money from the pro scene.

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49 minutes ago, ShadowerDerek said:

I don't think most people are raging about HGC being cancelled, but about HOW BLIZZARD TREAT THOSE PRO PLAYERS AND CASTERS WHO ARE MAKING A LIVING ON HGC, especially when we have some of the best casters in the world.

Those Hearthstone and Overwatch 'Pros', be careful. Blizzard will suddenly make you unemployed without any notice in advance when they decide that they aren't earning enough money from the pro scene.

Would this not be the same of any games? if not even worse? Not sure how they could do it better either as if they give notice to the pro gamers "hey we don't know yet but we might not do next year" it would create a worse reaction! here they only say "we don't do that next year". that's more than "no notice", isn't it?!

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20 minutes ago, Slam said:

Would this not be the same of any games? if not even worse? Not sure how they could do it better either as if they give notice to the pro gamers "hey we don't know yet but we might not do next year" it would create a worse reaction! here they only say "we don't do that next year". that's more than "no notice", isn't it?!

So you think "Hey, we're firing you. Get the hell outta here right here right now!" is better than "Hey, we're going to fire you in a month. Go find a new job before you lose your income." ?

If you don't understand what I mean, go take a look on Reddit. Aside from those "Hots is ded LUL", a bunch of people are actually feeling sad for those beloved pro players and casters about them losing their job (and dream) without any mental preparation.

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It severly reduces trust between Blizzard and these pros and commentators. The way it was handled was apallingly bad, weeks of "radio silence", some people from the inside assuring everything is okay and then sudden announcement, when pros learned about it at the same time as other people. It causes a concern for those playing or commentating other games, if they might get same treatment at some point, without prior notice. Starcraft 2 seems most likely to be next (even if this year has been pretty good, who knows with their crazy demands for revenue), probably not a complete shutdown, but some budget cuts wouldn't surprise anyone at this point.

Maybe without pros, they will focus on more casual-friendly balance changes for HotS, but everything with longer queues and infrequent releases of new heroes and maps will lose players over time. They would better announce new hero soon.

Edited by Arcling
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22 hours ago, Dejo93 said:

Press F to pay respects

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished.

They officially left the game to die.

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2 hours ago, Kurosu said:

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished. 

They officially left the game to die.

They....do have a ban system? What do you mean?

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2 hours ago, Kurosu said:

Respect went right off the window for a long time now. A ban system was never implemented and after this it never will. Matchmaking just gave up after some point. And now heroes will come everey who knows when, to play in a bad matchmaking "pray for good setup" in order to have a chance of enjoying your match, and bad behaviours will not be punished.

They officially left the game to die.

Finally at least someone sane in this unending stream of clueless posts. Thank you.

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      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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