Heroes of the Storm RSS Feed

by Published on 2018-03-12 06:32 PM

Originally Posted by Blizzard (Blue Tracker)

We’ve just released a new hotfix for Heroes of the Storm to apply a few bug fixes and introduce a balance change.


Heroes

Warrior

Sonya

Talents
  • Level 1
    • Tough as Nails (Passive)
      • No longer immediately grants 3 Physical Armor stacks upon learning the Talent.
      • Physical Armor granted per stack reduced from 75 to 60.
      • Charge cooldown increased from 12 to 16 seconds.


Bug Fixes

General
  • Voice Chat: Fixed a backend issue affecting the Voice Chat service.

Heroes, Abilities, and Talents
  • Medivh: Fixed an issue that prevented the Arcane Explosion Talent from dealing bonus damage if Force of Will had been cast on an allied Hero.
  • Sonya: Being hit by beam Basic Attacks, such as Tassadar’s Distortion Beam, after learning the Tough as Nails Talent will no longer grant Sonya permanent Physical Armor.
by Published on 2018-03-06 04:58 PM

Originally Posted by Blizzard (Blue Tracker)


Our most recent Heroes of the Storm patch is now available for play, featuring Hero updates for Sonya and Medivh, new Enforcer skins, and more!

NOTE: Orange text indicates a difference between the PTR and Live patch notes.


Quick Navigation:



Art

Heroes, Abilities, and Talents
  • Nova: Precision Strike has received updated visual effects.
  • Sgt. Hammer: Has received a custom Hearthstone animation.
  • Thrall: After learning the Thunderstorm Talent, a UI indicator will now appear under the Health bar of Thrall’s most recent Chain Lightning target.


Design

Trait Quests
  • The following Hero Traits are now categorized as Repeatable Quests:
    • Alarak: Sadism
      • Quest progress visual and sound effects will now play when earning Takedown credit.
      • Alarak’s Sadism Quest will now appear on the in-game Score Screen (TAB)
    • Diablo: Black Soulstone
      • Quest progress and completion visual and sound effects will now play when Diablo gains Souls.
      • Quest completion will now appear in the Event Log on the left side of the screen.
      • Diablo’s Black Soulstone Quest will now appear in the in-game Score Screen (TAB).


Heroes

Specialist

Medivh

Medivh has received significant updates with today’s patch. Find his detailed changes below, and then head to the Sonya and Medivh Gameplay Updates blog for more insight behind these changes.

Stats
  • Health scaling increased from 4% to 4.5% per level
  • Health Regeneration scaling increased from 4% to 4.5% per level

Abilities
  • Arcane Rift [Q]
    • Damage reduced from 200 to 170
    • Additional Functionality:
      • Quest: Hit 40 enemy Heroes without dying.
      • Reward: Permanently increase Arcane Rift’s damage by 75 and the cooldown reduction granted for hitting a Hero by 1 second
  • Force of Will [W]
    • Cooldown increased from 5 to 8 seconds
    • Mana cost increased from 50 to 60
    • Upon expiration, allies are healed for 20% of the damage absorbed
  • Portal [E]
    • Cooldown reduced from 20 to 16 seconds
    • Mana cost reduced from 75 to 65**

Talents
  • Level 1
    • Winds of Celerity [Z]
      • Moved from Level 13
    • Portal Mastery (Active)
      • Additional Functionality:
        • Portals can now be cast while in Raven form
    • Raven’s Intellect (Z)
      • Additional Functionality:
        • Now also increases Health regeneration by 75% while in Raven form
      • Mana regeneration bonus reduced from 100% to 75%
  • Level 4
    • Bird’s Eye View (Trait)
      • Removed
    • Mage Armor [E]
      • New functionality:
        • An ally now gains 25 Armor for 4 seconds the first time they enter a Portal
    • Raven Familiar [E]
      • Moved from Level 7
      • Additional functionality:
        • Now also Slows enemies by 30% for 2.5 seconds.
        • A Raven now joins an ally each time they enter a Portal
    • Dust of Appearance (Active)
      • Adjusted Functionality:
        • Permanently increases vision range in Raven Form by 25%.
        • Activate to greatly increase Medivh’s vision range for 5 seconds, and reveal enemy Heroes in the area for 8 seconds. Does not cancel Raven form
  • Level 7
    • The Master’s Touch [Q]
      • Removed
    • Arcane Explosion [W]
      • New functionality:
        • Deals 90 damage to nearby enemies when Force of Will expires. Also deals an additional 100% of damage taken, up to 365 bonus damage
      • Explosion radius increased from 3 to 3.5
    • New Talent: Mystic Assault [Q]
      • If Arcane Rift hits an enemy Hero, Medivh’s next Basic Attack within 6 seconds deals 40% more damage and Heals for 40% of the damage dealt
    • New Talent: Force of Magic [W]
      • Preventing 268 or more damage with a single Force of Will grants Medivh 20% Spell Power for 12 seconds. This can stack up to 2 times
  • Level 13
    • Quickening [Q]
      • Removed
    • Astral Projection [E]
      • Removed
    • Circle of Protection [W]
      • Moved from Level 16
      • Now applies a talented version of Force of Will to nearby allies
      • Radius increased from 2.5 to 3
    • Enduring Will [W]
      • Moved from Level 16
      • New functionality:
        • If Force of Will absorbs 268 damage, its cooldown is reduced to 3 seconds
    • Reabsorption [W]
      • Moved from Level 16
      • Increases Force of Will’s Healing to 50% of the damage taken
  • Level 16
    • Arcane Charge [Q]
      • Moved from Level 7
      • Damage bonus reduced from 30% to 15%
    • Stable Portal [W]
      • Moved from Level 1
      • New Functionality:
        • Reduces Portal’s cooldown by 25% and increases Portal duration by 50%
    • New Talent: Temporal Flux (Passive)
      • Basic Attacks reduce Medivh’s Heroic cooldown by 1 second. Hitting enemy Heroes with Arcane Rift reduces Medivh’s Heroic cooldown by 3 seconds
  • Level 20
    • Invisibility (Active) renamed to: Dust of Disappearance (Active)
      • No longer costs Mana


Support

Ana


Abilities
  • Shrike (Trait)
    • Added functionality:
      • Ana Heals for 50% of Shrike damage dealt to Heroes
  • Healing Dart [Q]
    • Healing reduced from 237 to 215
  • Biotic Grenade [W]
    • Adjusted functionality:
      • Amplified Healing now only affects Ana’s Healing output
      • Amplified Healing duration increased from 3 to 4 seconds
  • Nano Boost [R]
    • Cooldown increased from 50 to 60 seconds
    • Mana cost increased from 40 to 60
  • Eye of Horus [R]
    • Self-cancelling no longer places the Ability on a 10 second cooldown
    • Cooldown reduced from 60 to 45 seconds
    • Mana cost reduced from 75 to 45
    • Number of shots reduced from 8 to 6

Talents
  • Level 1
    • Grenade Calibration [W]
      • Add base functionality
      • The amplified healing effect of Biotic Grenade now works on all healing
    • Piercing Darts [E]
      • 1st quest unlock
        • Range increase from 50 to 25%
      • 2nd quest unlock
        • Range increase from 50 to 25%
    • Detachable Box Magazine (Passive)
      • 1st quest unlock
        • New functionality
          • The self-healing for Shrike now also applies to non-Heroes
  • Level 4
    • Aim Down Sights (Trait)
      • Shrike activation cooldown reduced from 10 to 3 seconds
    • Air Strike [W]
      • Airborne duration reduced from 4 to 3 seconds
  • Level 7
    • Debilitating Dart (Active)
      • Cooldown reduced from 45 to 20 seconds
    • Mind-Numbing Agent (Trait)
      • Spell Power reduction per Shrike stack decreased from 15% to 10%

Developer Comment: While Ana’s current win-rate is sitting above most other Healers, and North of 50%, we have made some changes to make her feel more meaningful in solo-Support compositions. Along with the addition to self-sustain through Shrike, we also took the opportunity to do some Talent balancing as well. While there are no major outliers in terms of win-rate, she definitely has some Talents that are overshadowing others in terms of pick-rates. We have tried to address the majority of these to hopefully open up some new strategic choices for Ana players. We really enjoyed the changes internally, and we’re excited to see what players can do with them.


Warrior

Sonya

Sonya has received significant updates with today’s patch. Find her detailed changes below, and then head to the Sonya and Medivh Gameplay Updates blog for more insight behind these changes.

Talents
  • Level 1
    • Block (Passive)
      • Removed
    • Furious Blow [W]
      • Moved from Level 16
      • New functionality
        • Every fourth Seismic Slam deals 40% more damage and costs no Fury
    • New Talent: Tough as Nails (Passive)
      • Every 12 seconds gain a stack of Block that grants 75 Physical Armor against the next Hero Basic Attack. Stores up to 3 charges. Cooldown refreshes 200% faster while Fury is active
  • Level 4
    • Focused Attack (Passive)
      • Removed
    • Shattered Ground [W]
      • New Functionality:
        • Seismic Slam deals 75% damage to all targets hit and its splash damage travels 66% farther
    • Mercenary Lord (Passive)
      • Removed
    • New Talent: Battle Rage (Active)
      • Passively increases damage dealt to Mercenaries by 25%
      • Activate to Heal for 10% of Sonya’s maximum Health. 30 second charge cooldown. Stores up to 3 charges
  • Level 7
    • Follow Through (Passive)
      • Removed
    • Ferocious Healing (Active)
      • Removed
    • Shot of Fury (Trait)
      • Moved from Level 1
      • New Functionality:
        • Activate to instantly gain 50 Fury. 40 Second cooldown
        • After casting Seismic Slam, your next Basic Attack deals 40% more damage
  • Level 13
    • Aftershock [W]
      • Removed
    • Spell Shield (Passive)
      • Removed
    • No Escape (Trait)
      • Moved from Level 16
      • Movement Speed bonus reduced from 25% to 20%
    • New Talent: Ruthless [E]
      • Whirlwind deals an additional 50 damage to Heroes below 33% Health. This damage does not generate additional Healing
  • Level 16
    • Imposing Presence (Active)
      • Removed
    • New Talent: Giant Slammer [W]
      • Seismic Slam deals an additional 2% of Heroes’ maximum Health as damage
    • New Talent: Rampage (Passive)
      • Increases Basic Attack damage by 25%
      • Basic Attacks decrease the Ancient Spear’s cooldown 0.75 seconds
  • Level 20
    • Anger Management [R]
      • Removed
    • Nexus Blades (Passive)
      • Removed
    • Ignore Pain (Active)
      • Armor reduced from 75 to 60
    • Composite Spear [Q]
      • Moved from Level 7
      • New functionality:
        • Increases Ancient Spear’s range by 50%.
        • Hitting an enemy Hero with Ancient Spear grants 25 armor for 4 seconds
    • New Talent: Striding Giant [R]
      • Wrath of The Berserker increases maximum Health by 10% and grants the Striding Giant Ability while it is active
      • Striding Giant can be activated to become Unstoppable for 2 seconds. 30 second cooldown


Collection

New Bundles
  • The following new bundles are available for a limited time!
    • Enforcers Bundle
    • Enforcer Johanna Heroic Bundle
    • Paramedic Morales Heroic Bundle
    • Watchdog Greymane Heroic Bundle
    • Medivh Remastered Bundle
    • Sonya Remastered Bundle

New Skins
  • Greymane
    • Watchdog Greymane
    • Arctic Watchdog Greymane
    • Desert Watchdog Greymane
  • Johanna
    • Enforcer Johanna
    • Arctic Enforcer Johanna
    • Vigilante Enforcer Johanna
  • Lt. Morales
    • Paramedic Morales
    • Covert Paramedic Morales
    • Fiery Paramedic Morales
  • Azmodan
    • Competitive Azmodunk
  • Lúcio
    • Vermelho Lúcio
  • Medivh
    • Dark Medivh
  • Sonya
    • Angelic Sonya

New Mounts
  • STORM Strider
    • Smart STORM Strider
    • Supercharged STORM Strider
  • Lucky Piggy Bank
    • The Lucky Piggy Bank mount can be purchased for 7,000 gold.
  • Ranked Season Mount Rewards
    • The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League:
      • Elemental Boar
      • Azure Elemental Boar
      • Verdant Elemental Boar
    • The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League:
      • Epic Elemental Boar
      • Epic Azure Elemental Boar
      • Epic Verdant Elemental Boar


Bug Fixes

General
  • Fixed a number of typo and tooltip errors across several aspects of the game.

Art
  • Abathur: Fixed a pair of small holes in Xenotech Abathur’s model.
  • Blaze: Talent icons for Adhesive Petroleum and Oil Dispersal now use different colors so they are easier to differentiate at a glance.
  • Greymane: Greymane’s Health bar will no longer move during his victory animation.
  • Greymane: The Doctor Wolf & Stein skin’s Inner Beast visual effects no longer appear misaligned during Greymane’s Hearthstone animation.
  • Sgt. Hammer: Neosteel Plating’s visual effects now correctly match Sgt. Hammer’s model while in Siege Mode.
  • Tassadar: Moving while in the Mecha Tassadar Skin’s Mount form on Sky Temple will no longer cause flickering visual effects to appear on-screen.
  • Valeera: After activating Crippling Poison and Wound Poison, visual effects on Valeera’s blades will no longer flicker while she is riding certain mounts.

Battlegrounds
  • Mage Wars (Brawl): Kael’thas can now correctly cast Verdant Spheres as soon as its cooldown completes.
  • Mercenaries: Fixed an issue in which neutral Mercenaries could spawn twice at their Mercenary Camp under specific circumstances.
  • Try Mode: Zul’jin’s Headhunter Talent will now progress correctly after killing The Lost Vikings.

Heroes, Abilities, and Talents
  • Brightwing: Soothing Mist will no longer Heal allies who are standing nearby while Brightwing is inside Anub’arak’s Cocoon, Lt. Morales’ Medivac, Stitches’ Gorge, or Zagara’s Devouring Maw.
  • Brightwing: Phase Shift can no longer be cast on Allies who are in Stasis.
  • D.Va: Fixed an issue that could cause Big Shot to deal no damage after learning the Pew! Pew! Pew! Talent and becoming affected by another damage or Spell Power reduction effect.
  • Gall: Shadow Bolt Volley’s targeting reticle is no longer visible to enemies through the Fog of War.
  • General: Fixed an issue that allowed certain Abilities to affect enemy Heroes in their own Hall of Storms:
    • Alarak – Telekinesis [W]
    • Brightwing – Emerald Wind [R]
    • Dehaka – Drag [Q]
    • Medivh – Ley Line Seal [R]
    • Stitches – Hook [Q]
  • Hanzo: Casting Storm Bow with Quick Cast turned off will no longer prevent the player from issuing movement commands by holding down right-click.
  • Hanzo: Issuing a Stop or Hold command will now correctly halt Hanzo’s movement and cancel Storm Bow’s primed state.
  • Hanzo: Casting Storm Bow immediately after Dragon's Arrow will no longer cause Hanzo to become stuck in Storm Bow’s primed state.
  • Hanzo: Striking an enemy Hero with Sonic Arrow just before they enter their Hall of Storms will no longer cause Sonic Arrow to display odd visual effects.
  • Nazeebo: Using a mine entrance or exit on Haunted Mines during Gargantuan’s summoning animation will no longer cause Nazeebo to lose control of the Gargantuan.
  • Raynor: Cooldown reduction granted by A Card to Play will no longer trigger twice after killing Leoric or Uther.
  • Rexxar: Entering a Garden Terror while Misha is dead will no longer prevent Rexxar from issuing commands to Misha after she respawns.
  • Samuro: Can no longer swap places with a Mirror Image that is in the allied Hall of Storms.
    • After some consideration, we believe this tactic can make for clever plays and have decided to revert this change.
  • Samuro: Mirror Images now correctly play Level Up and Quest Completion visual effects when Samuro levels up or completes a quest.
  • Sgt. Hammer: Commands can now correctly be queued while Sgt. Hammer is returning to Tank Mode.
  • Tassadar: Fixed an issue that could cause Basic Attacks in Archon form to deal splash damage twice to secondary attack targets after learning Prismatic Link.
  • Tassadar: Completing the Templar’s Will quest and learning Twilight Archon will no longer grant extended range to Tassadar’s first Basic Attack in Twilight Archon form.
  • Tracer: The Bullet Spray Talent now correctly increases the Melee’s radius by 40%.
  • Tyrael: The remaining duration on bonus Armor granted by the Stalwart Angel Talent after using El’Druin’s Might to teleport will now correctly appear in the Buff Bar.
  • Tyrande: The Darnassian Archery Talent’s Buff Bar icon now correctly displays the current number of stacks in addition to its duration.
  • Zagara: Fixed an issue that could cause Heroes who were caught in the center of Devouring Maw to display their exit locations before Devouring Maw expired.

Sound
  • Ana: Debilitating Dart activation is no longer audible when the player camera is far from Ana’s location.
  • Falstad: Lightning Rod is no longer audible to enemies through the Fog of War.
  • Greymane: Gilnean Cocktail will now correctly play sound effects when it hits a target in the Fog of War.

User Interface
  • Draft Mode: Using the voice volume control in a draft lobby will no longer prevent players from viewing teammates’ profiles using the right-click context menu.
  • Minimap: Ping icons will no longer appear faded on the Minimap while shaders are set to medium.
  • Score Screen: The in-game Score Screen will now correctly track quest progress for D.Va’s Crash Course Talent.
by Published on 2018-03-02 07:33 PM

Your Ego Is Holding You Back
Blizzard featured an article written by CauthonLuck, former pro player and current coach for the HeroesHearth team, about ego and your perceptions about the players of the game.

Originally Posted by Blizzard (Blue Tracker)


Your Ego Is Holding You Back
Rori "CauthonLuck" Bryant-Raible | February 27, 2018

The scrim match is over, another win thanks to your 9-1 performance on Genji. Your team held a two- to three-level lead through the midgame, and though you couldn’t close out the game until past 20 minutes, it was a full team wipe and core march once the final battle took place. However, when reviewing the game, instead of praising how hard you carried all the team fights, the team seems fixated on why it took so long to close out such a one-sided match.


The discussion is centered around when your team had a three-level midgame lead, the objective was spawned, and an enemy keep was down. “Could we have ended five minutes earlier if we had just all stayed grouped up, secured the objective, and pushed for core instead of chasing kills?”

I mean, sure, you dived past a fort to try and finish those fleeing enemies and lost the objective after your death, but why is everyone so fixated on the one mistake you made all game?! So you fire back with how they only had that lead because of you to begin with, and your top-laner got ganked three times or you would have already won anyways, so your death shouldn’t even have mattered.

Fast-forward two minutes, and nobody even remembers the original discussion about how to focus on closing out games more quickly. Instead, everyone is justifying their own mistakes as team members take turns pointing out where others messed up. Variations of this scenario happen constantly across all levels of play, whether you’re playing in Heroes of the Dorm, playing for an open team, or already in the HGC—egos derail potential improvement opportunities when players lose focus on the team as a whole and get caught up in defending or blaming an individual action without taking the time to understand the other perspectives.



While I’ve seen a lot of teams struggle with this issue over the years, and unfortunately been that pro Genji myself on a few occasions, it’s a well-known roadblock for improvement, and one that is usually taken into consideration when forming teams. Here we’re going to go over a more understated way that egos can stagnate improvement or prevent a team’s growth: disrespecting your opponents.

It’s surprisingly easy to fall into this trap as egos tend to reinforce each other when evaluating other teams. This can lead to the warped outlook of viewing teams ranked lower than your own as “trash,” and dismissing those ranked higher with statements like “All they do is cheese with X, Y, or Z every game.” Just because a team has fewer wins in the standings, or doesn’t play some aspect of the game very well, how is that going to help your own team improve if you just write off the strategy they always seem to beat you with in scrims, or ignore how they steal games off top teams using a specific map?


In today’s competitive landscape, it’s more common than ever for low-ranked teams to take games, if not entire sets, off top teams. As the hero pools of both the game and individual players have expanded, so too have the different strategies, compositions and play styles. With each of these components subject to further variations based on map, it’s no wonder that upsets are at an all-time high.

Top teams no longer simply do everything better. At this point, every team plays at least some aspect of the game well; the biggest differences are in the number of things they do well, and how they leverage that versatility over the course of a series. Sure, you don’t want to let the enemy team have their best comps or maps in a tournament set, but you should sometimes let them have it intentionally in scrims. Figure out why they always beat you with a particular comp, practice how to play against it, or run it against them and see how they react before you write them off as one-tricks—you’re only limiting your own growth that way.


If your ego won’t let you respect the strengths of your opponents, especially if they aren’t considered an overall better team, you’ll be missing out on just as many opportunities for improvement as in the intra-team example. And if you can learn to respect the advantages that other teams gain from adopting a different perspective, you can learn to respect the same from your teammates.

At the end of the day, teammates are eventually going to make mistakes, be split on the best course of action, and get into arguments. It isn’t about determining who was in the absolute right or wrong in each case, but understanding the perspective behind why a decision or action was made—both from the person who made it, and from those who think there could have been a superior option. Each time you do so, it gets easier to agree on what to do next time, or what actions to anticipate from your teammates based on those discussions.

There’s a big difference between saying “Why did you do that!” in an accusatory manner, and “Why did you do that?” with the intent of starting a dialogue.
by Published on 2018-03-01 08:57 AM

Originally Posted by Blizzard (Blue Tracker)

Our second ranked season of 2018 is about to begin, and we’ve got a new set of rewards that you can earn by playing ranked games in the coming months. Read on for details!

Season Roll Dates
2018 Season 2 will begin as soon as our next patch is available for download in each region throughout next week. Check the start and end dates below and make sure you’re able to dive into the rankings as soon as the season rolls.


Event Date
2018 Season 2 Start Week of March 6, 2018*
2018 Season 2 End Week of June 12, 2018*

*Exact date may vary slightly by region.


Ranked Play Updates

In past ranked seasons, we’ve received a lot of feedback about the importance of placement games. We’ve made some changes this season to address that.

First, we will no longer boost the system’s uncertainty level in players’ matchmaking ratings (MMRs) at the start of a new ranked season. Previously, this uncertainty boost made movement more fluid during players’ initial matches each season. Removing it will smooth out cases where players could make considerable swings in rank over a relatively small number of games.

We’ve also received feedback that rising or falling more than one league (5 divisions) during placements can feel like too much movement over too short a timeframe. Removing the uncertainty boost will address this in most cases. To catch any outliers, we’ve also implemented a one-league cap on how much your rank can move as a result of placement matches.
  • Example: A player who ended the previous season at Gold 1 cannot fall lower than Silver 1, or rise higher than Platinum 1, during their 10 placement games this season, regardless of how uncertain the system is about their MMR.

Finally, first time ranked players cannot be seeded higher than Platinum 3 when they start placement matches. This is an older rule, but when combined with the changes mentioned above, the highest those players can exit placements will now be Diamond 3.
  • Example: A player with a Master level MMR in Quick Match, who decides to step into Hero League for the first time, will be initially seeded into placements at Platinum 3. If that player proceeds to win all of their placement games, they can be placed at a maximum of Diamond 3.


2018 Season 2 Rewards

Players who brawl their way through the leagues during the upcoming season can claim new portraits, mounts, and gold rewards for their achievements in Hero and Team League. Take a look at everything that’s up for grabs this season.

Hero League Portraits

Team League Portraits

Mount Rewards

HERO LEAGUE RANK REWARDS
Bronze 500 Gold
Bronze Hero League Portrait
Silver 750 Gold
Silver Hero League Portrait
Gold 1000 Gold
Gold Hero League Portrait
Platinum 1250 Gold
Season 2 Mount
Platinum Hero League Portrait
Diamond 1500 Gold
Season 2 Mount
Diamond Hero League Portrait
Master 1750 Gold
Season 2 Mount
Epic Season 2 Mount
Master Hero League Portrait
Grand Master 2000 Gold
Season 2 Mount
Epic Season 2 Mount
Grand Master Hero League Portrait

TEAM LEAGUE RANK REWARDS
Bronze 500 Gold
Season 2 Mount
Bronze Team League Portrait
Silver 750 Gold
Season 2 Mount
Silver Team League Portrait
Gold 1000 Gold
Season 2 Mount
Gold Team League Portrait
Platinum 1250 Gold
Season 2 Mount
Platinum Team League Portrait
Diamond 1500 Gold
Season 2 Mount
Diamond Team League Portrait
Master 1750 Gold
Season 2 Mount
Epic Season 2 Mount
Master Team League Portrait
Grand Master 2000 Gold
Season 2 Mount
Epic Season 2 Mount
Grand Master Team League Portrait


In addition to everything we’ve mentioned so far, there will be 10 placement matches waiting for you on the other side of the ranked season roll. Once you complete them in Hero or Team League, you’ll receive an initial ranking that is based on your performance during placements and your rank from the previous season.

If you’re ready to begin your Ranked Play journey in Heroes of the Storm but are unsure how, head over to our Ranked Play Guide to get started on the right foot.

Good luck, and have fun during the new ranked season!

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