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Heroes of the Storm AI Issues: February 24th

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Something appears to be wrong with the game's AI since the latest content patch, Blizzard is aware of it and they're working on a fix.

Strangely enough, the issue hasn't been hotfixed yet, so we'll need to wait for the next patch to go live.

Blizzard LogoBlizzard (Source)

I saw the updated the AI and while it has never been good, it seems to me like they made it worse?

I just had a game with an ETC that disconnected, the bot just spent the rest of the game running around, not even attacking things. When we pinged, it barely followed and when it did it still didn’t participate in things. Most of the time it went in and just suicided for no reason or was literally on the other side of the map doing nothing useful.

It ended the game with less than 10k siege and 10k hero damage in 16 minutes?

Anyone else seen anything similar?

If Blizzard would like to review it I saved the replay because the AI behavior was just ridiculous.

Edit: Ok the same thing happened again literally the next game… ETC disconnected and the bot just ran around being utterly useless.

Thanks for the report, guys. It seems there’s indeed a hiccup in the A.I. routines; our dev team is aware and working for a fix that will be deployed soon. This issue is being tracked down. Thanks for your patience!

Here's a known issues list that has been last updated on February 13th. We highlighted the AI issues below. Are you currently experiencing any problems in AI games? Let us know in the comments!

Blizzard LogoBlizzard (Source)

UI and Online

  • Players decaying from GRANDMASTER to MASTER are not ending up in a decay state
  • [Target Info Panel] The TIP becomes faded once moved.
  • Blackheart’s Revenge progress is not displayed on the end of game screen if both teams end in a Tie/Victory.
  • Some players are experiencing limited map pools for VS A.I. game modes.
  • After setting a loadout with a skin that uses altered or replaced VO, selecting another skin will cause the previous loadout to reset voice line to default.
  • Boost icons are not aligned at the draft screen in certain resolutions
  • Some player accounts do not have proper Call of the Nexus availability.

Game Content

  • New – [Ana] Contact HealingContact Healing’s search effect size does not increase with Anti-Healer.
  • New – [Ana] Eye of HorusEye of Horus can hit and heal allied vehicles.
  • New – [Ana] Anti-HealerAnti-Healer increases the duration of Biotic GrenadeBiotic Grenade’s healing reduction by the wrong amount.
  • New – [Ana][Rework] DeadeyeDeadeye displays Crit Kickers when no bonus damage is given.
  • AOE seeking projectile abilities are disjointed when Imperius’ Celestial ChargeCelestial Charge channel ends
  • [Orphea] AllegrissimoAllegrissimo does not grant cooldown reduction when Shadow WaltzShadow Waltz kills the Hero.
  • [Imperius] Celestial ChargeCelestial Charge’s targeting indicator moves in two independent sections.
  • Holding Right-Click to move and issuing Attack Move commands can cause the animation to play but deal no damage.
  • Cleansing FlameCleansing Flame can get stuck and desync from the mouse position.
  • [Dead Man’s Stand] Camera Lock takes focus on Misha instead of Rexxar after using the Medivac DropshipMedivac from a boss completion.
  • [Blaze] It is possible for Bunker DropBunker ability cooldowns to get stuck in certain situations.
  • Invisibility outlines are not always visible over Ragnaros’ lava trail.
  • [Volskaya Foundry] Heroes can become stuck or unresponsive between conveyors and nearby terrain islands.
  • [Alterac Pass] [Sylvanas] Possession causes lane units to display the wrong death model.
  • The Raven Army Warcrest and Warden’s Warcrest stop animating when viewed in the shop.
  • At match end, the Queen Nightshade plays default Announcer audio.
  • At match end, the Lady of Thorns plays default Announcer audio.
  • Players can change Event Quest while in draft/during countdown, but will earn progress on the previous quest for that game.
  • [Ana] There are two listings for Healing DartHealing Dart in the Quick Cast Settings.

Localization

  • [CN][Li-Ming] Templar Li-Ming’s Voice Lines are missing in game and Loadout.

Mac

  • New – [Mac] Some players are experiencing issues launching Heroes.
  • New – [Mac] Some players are experiencing crashes mid-game.
  • [Mac][macOS 10.14] Mouse cursor becomes unresponsive in Fullscreen mode.
  • [H.38] [Mac] Old replays cannot be loaded.

Engine and Game Systems

  • New – AI will not prioritize or properly interact with certain map objectives.
  • New – Pinged AI will stand ground or continuously hearth to altar.
  • New – Pinged AI heroes will continue to chase down a target into dangerous areas.
  • New – Enemy AI becomes hyper focused on attacking the healing dummy.
  • Some players are experiencing performance degradation during Brawl Hero Selection screen.
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I had a glitch in a draft where it looked like it kicked me and sent me to the quick match screen. I had already highlighted a character and it had me hovering over him but I couldn’t ready up. As people on my team selected it filled in the slots with their readied up characters. Luckily once we were in game nothing was wrong, but it was weird and if I’d had to switch it would have kicked me.

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2 hours ago, SleepySheepy said:

There is also weird UI in QM screen, one that states you are getting bonus XP for that class, once you press ready it gets half stuck on the bottom of the screen.

Yep, had those green hud pieces stuck under the Ready button.

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I have had a few quirks in AI games recenty. 

First, The AI have not been running out and dying at the beginning of the games. They have been waiting at the gate until the minion wave crosses the gate. Which sounds great but they are literally in the gate and you can poke them down and kill them and they will not move.

I had a really funny interaction as Tassadar against an AI Chen. At the start of the game he came out with the minion wave and i had the auto attack quest for Tass. He literally just stood there drinking the whole time and allowed me to auto attack him for 40 seconds worth of quest until he died. He never moved just kept drinking until i whittled him down and died. Right after i killed him he ran back out, and i did it again.

Also another interaction i have had is when you get an AI target low (around 25% or so) and you start chasing them they will run back to there base. Which is what should be happening, but if you stop chasing ad slightly run the other direction they will stop running to the base and chase you. So you can kind of stutter step them and they will just run at you and you can kill them.

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8 hours ago, Timotheaus said:

I have had a few quirks in AI games recenty. 

First, The AI have not been running out and dying at the beginning of the games. They have been waiting at the gate until the minion wave crosses the gate. Which sounds great but they are literally in the gate and you can poke them down and kill them and they will not move.

I had a really funny interaction as Tassadar against an AI Chen. At the start of the game he came out with the minion wave and i had the auto attack quest for Tass. He literally just stood there drinking the whole time and allowed me to auto attack him for 40 seconds worth of quest until he died. He never moved just kept drinking until i whittled him down and died. Right after i killed him he ran back out, and i did it again.

Also another interaction i have had is when you get an AI target low (around 25% or so) and you start chasing them they will run back to there base. Which is what should be happening, but if you stop chasing ad slightly run the other direction they will stop running to the base and chase you. So you can kind of stutter step them and they will just run at you and you can kill them.

I play almost exclusively versus AI elite (shameful, I know), and I notice all these goofy quirks as they come and go.

That first change they did for AI is probably the only "good" thing that came from this AI patch. Except of course, as you pointed out, they don't wait safely behind their gate and instead do their patented "AI dance" in and out of it, which allows them to be poked a lot, if not outright killed. But at least the seeds of better planning are there, instead of them running out sans minions.

AI Chen has been like that for as far back as I remember. That is definitely not something that came with this patch. He has waaay too much priority on his "I can drink through this!" flag. The only times I've seen him not do this, is if he thinks he can kill you (if you're low on health or squishy), or if he's in a big teamfight, generally. But he's usually the last to die, and even more so when he sits and drinks like he's drinking away the pain of seeing his friends all die.

That last one has been sort of around for a while, but I think them doing it while almost dead is much more pronounced in this latest patch.

Another quirk that's even more exaggerated this patch is their "avoid bad things" AI. They're usually pretty good at staying away from things like Malfurion's roots, Kael's flamestrike, and other telegraphed areas of damage/crowd control - mainly only hampered by their constant dancing along the edges of longer abilities, which can make them actually get hit about half the time, depending on what it is. This unfortunately makes it hard to hit them with telegraphed abilities though, kinda making builds focused around those less fun.

But their main downfall is that they place so much priority on avoiding those telegraphed zones, that they will avoid them even if going through them would save their life, instead of getting killed staying out. Many abilities are basically "fear" spells to AI. Placing things such as Malf's roots or Stukov's lurking arm on their gate will make them dance out of the edge of it, taking all of your pot shots instead of just walking through to safety. Even Probius' warp rifts can be used to almost perfectly herd AI like sheep. One of the best ones, due to infinite duration, is Junkrat's mine. Just plop one down on an objective, and the AI will dance around it like it was a nuclear bomb.

Tossing Kael'thas' living bomb on an AI makes them instantly run off in a different direction, which is good for them not spreading it to allies, but it often makes them put themselves in much greater danger to your other abilities and team because they basically just run away as if hit by Gul'dan's horror. Speaking of Kael's living bomb, AI Kael will make very noticeable beelines to enemy heroes just to throw one, often ending in him massively overextending to do it. It's been somewhat lessened in this patch, but he'll still generally put his life at great risk just to use it.

There's other AI things I've noticed as well (not necessarily bad quirks or patch-related), and I figure I might as well list them while I'm talking a lot about them.

- They instantly see the moment when you stop chasing them and turn around to do more fighting, poking, or whatever.

- They also know when they're just out of vision range to start hearthing or mounting up, which can make chasing them a pain.

- They love to interrupt your abilities. Hammer, Raynor, Brightwing, Morales, Tychus, ETC, etc. will perfectly ruin your abilities to the point where it basically becomes "press R to be interrupted" (it doesn't have to be your ult though). Good luck casting much of anything when up against multiple of those heroes. Makes me really wish there was a "abilities interrupted" area on the scoreboard.

Edited by Anastriana

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I have seen a bunch of times where the AI just moves back and forward in a very small area and never does anything at all.  And yes, pinging and they still don't follow.

I wish the AI wouldn't automatically run into camps and stop soaking a lane when you start a camp.  I will ping if I need help.

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I already thought something was off with the AI lately. We just had a couple of matches where 3-4 enemy bots just went back and forth, hugging a fort, not attacking while being attacked and not running away when being killed. A few days ago we even had 4 enemy bots just running around one of our forts and walked into them from behind committing suicide without attacking the fort. And those are just a few highlights, a lot of these kind of quirks are happening. Really hope the fix is coming soon, even elite feels like fighting beginner AI.

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On 2/25/2019 at 9:16 PM, Morcalivan said:

The AI went to it seems Beginner mode after the patch compared to what it was before.

true that. As a filthy casual who mostly plays against AI for fun (cause I don't feel to grind and all. Don't judge me) the decline of the games has become visible for quite some time now. Most of the time the games are too easy even tho there is a huge difference in the AI per team. While the enemy team AI teams up in capturing/ defending objectives and mostly groups up for team fights, your AI seems to wander around aimless the whole time, making you almost lose every map objective since your mostly fight 2v5 or 3v5 which is really annoying.

Furthermore camps seem to be irrelevant. While the enemy AI used to have some nice camp timings (e.g. capturing a hard or even boss camp shortly before the objective spawns) or even pressuring the map by running from camp to another (esppecially on Blackhearts Bay) - which kinda seemed like a weird bug itself - camps nowadays aren't even bothered (or clearly less) touching.

Another fact is that you can run past an enemy hero while crossing the map without getting attacked, which is very unlikely to happen. Some actions are just not reasonable and I hope they'll fix it in the near future.

 

of course you can say that's the problem of playing against AI instead of QM/TL or HL, but as I mentioned I play the game mostly in my free time after work with friends and use it more to chat and have a good time instead of grinding and tryharding and it really bothers me not being challenged at an entertaining  and challenging lvl.

  • Haha 1

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      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. 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 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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