Heroes of the Storm RSS Feed

by Published on 2018-07-24 05:19 PM

New Teaser
Blizzard tweeted out an image with no more information today, teasing something!

The State of Supports
It's been a quiet week in Heroes of the Storm, but the developers have still taken some time to answer questions and concerns. One of the bigger concerns is the state of support heroes. Raised by player LCD on the official forums, this topic caught the attention of developer Matt Villers who went on to shed some light on Blizzard's current philosophy on supports.
Originally Posted by Blizzard (Blue Tracker)
I think what you're feeling here is caused by two distinct but related issues.

First, there was a period of time where our Support design was focused on trying to give each Support hero a very distinct niche so they'd have clear draft implications. Ultimately this led to a scenario where Supports were very powerful, but all had key weaknesses that you'd want to cover for - perhaps by bringing another complimentary Support.

Second, we'd gotten to a point where most Supports were so strong there was no drawback to bringing two of them to cover each other's weaknesses. You could bring in all that extra healing and utility and not have things like damage or waveclear suffer enough to matter. These two factors converged to make "Double Support" a very popular strategy for a period that I'm sure most of you remember well.

The power issue has since been addressed, but the changes required to make supports a little less niche are more involved, and have been happening over time. It's not that we want to eliminate strengths & weaknesses from our Supports, but in many cases they're simply too pointed and need to move to a place where they feel more versatile. Malfurion's rework is a reflection of this, as are the designs you've seen on Supports released within the last year or so.

Another goal we're focused on is ensuring each of our Supports has ways to show off their individual skill and don't feel like they're just playing whack-a-mole with Health bars. Play-making CC is the most obvious form this can take, but it can also be represented in things like skill-based buff & debuff management, making aggressive play feel rewarding, giving large benefits for strategic use of abilities and planning ahead... There are many possibilities, but the point is we want you to be able to demonstrate your skill as a Support in a very tangible way.

Supports are a work in progress for us and we plan to continue this forward trend of both releasing new Supports that feel interesting and powerful, as well as updating our existing roster so they feel every bit as competitive and satisfying to play.

A few quick additional thoughts-
  • I don't think the popularity situation is nearly as extreme as some posts here are making it out to be. With 15 Supports and idealized pick distribution, you'd expect each Support to have a pick rate of ~12-15%. I'm not sure exactly how LCD got those numbers out of Hotslogs, but even based on that most of our Supports are seeing a respectable (if not ideal) amount of play in high-level HL.
  • While I recognize that there's still room for improvement, I think that overall we've done a great job with our Support heroes, and they feel powerful and impactful in a way that's hard to find outside the Nexus. If you don't enjoy the Support role currently that's totally fair feedback, but keep in mind that there are also many people who do. Maybe you just haven't found a Support who's "clicked" for you yet.
  • As we continue to work on improvements to the game including Supports, we welcome feedback and constructive discussion from our players and are always reading posts like these even if we don't always respond. Keep it coming!

Blue Posts
A few other issues have also been tackled in the past week.
Originally Posted by Blizzard Entertainment
Blizzard, is it time for a second part of your "AI improvements" article/series?
Hey all, we’re hearing your feedback about the state of the AI and we’re aware of the repeated hearthing/b-stepping issue. We’re currently planning to implement a fix to address this a little over week from now in an upcoming patch. We’re also working towards improvements that will help address AI decision making across all Battlegrounds, and we’ll have more information to share as we get closer to rolling out those adjustments. (u/Spyrian)

Blizzard, can you please not take a year to fix antialiasing? Something happened in the last patch and the game looks like butt now.
We aren't fans of jagged edges either so we're aiming to fix this with our next balance patch! (u/Blizz_AKlontzas)

Orbital BFG is ruining ARAM
Not for long... (u/Blizz_AKlontzas)

Why is Medivh allowes to pickup Regen Orbs in bird form?
Medivh cheats! That said, thank you for the post - I agree with your feelings and we will discuss it. Have a wonderful Monday!

Can we get an announcement of an announcement post regarding the next hero?
I am here to announce, that at some point in the indeterminate future, there will be an announcement regarding a new Hero. Maybe. (u/Blizz_AKlontzas)

Weekly Hero Rotation
Originally Posted by Blizzard (Blue Tracker)
Free-to-Play Hero Rotation: July 24, 2018
  • Malfurion
  • Valla
  • Gazlowe
  • Johanna
  • Thrall
  • Dehaka
  • Tychus
  • Malthael
  • Diablo
  • Lunara
  • Blaze(Slot unlocked at Player Level 5)
  • Deckard (Slot unlocked at Player Level 10)
  • Illidan (Slot unlocked at Player Level 15)
  • Medivh (Slot unlocked at Player Level 20)

Weekly Sales
Originally Posted by Blizzard (Blue Tracker)
Our next set of Heroic Deals will begin on Tuesday, July 24! Check out the list of upcoming featured items and Hero discounts below.

Upcoming Hero Sales
  • Artanis — Sale Price: 312 gems
  • Hanzo — Sale Price: 375 Gems

The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:

Upcoming Featured Skins
  • Farstrider Hanzo Skin Pack*
  • Stealth Mecha Dehaka
  • Fever Scarlet Dream Genie Chromie
  • Citrine Knight Owl Medivh
  • Death Knight Sonya

Upcoming Featured Mounts
  • Brown Dire Wolf
  • Amber Spectre Phantom
  • Drakkari War Bear

* First time featured item!

Gold Mounts
The following Gold Mount changes will take place once this week’s round of Heroic Deals begins:
  • Ripper Mount — Will become purchasable for 10,000 gold through August 20.
  • Piggy Bank — Will no longer be purchasable in the Collection.

HeroStorm Episode 44 - Raynor Rework'n It (Bonus Episode)
In honor of Raynor's recent rework, Carbot Animations put out a special bonus HeroStorm episode to celebrate!

by Published on 2018-07-16 09:59 PM

Art and Animation Reddit AMA Recap
The Heroes development team held the first of three planned AMAs on reddit last week, being centered on Art and Animation. The following developers attended the AMA:

While we have gathered every answer in a separate archive thread to not cause an overload on the frontpage, we've gathered the most important points below:
  • The team try to make hero reworks line up with new skin concepts, but at the end of the day releasing the rework is more important
  • More banner types are coming in the future
  • Lost Vikings will get new skins eventually. They are a low priority since they are essentially three heroes in one
  • "Master level" skins will still be made from time to time
  • Animated homescreens took a lot of development time away from more important issues
  • Heroes are often bulkier and more exaggerated in Heroes than in their source material, due to the way the heroes are viewed in the game
  • The team is looking into missing sprays, such as for the Diablo heroes
  • Portraits might be tied to loadouts eventually
  • Brightwing and Arthas model updates are still on their radar, but it takes a lot of effort from many teams to implement
  • Legendary skins often take as much artist development time as a completely new hero
  • Waffles!

Blue Posts
Originally Posted by Blizzard Entertainment
So you removed perma-armor...
Good morning Reddit family,

I wanted to pop-in and clarify a few things regarding the removal of baseline Armor, as there was more to it than the lack of a clear UI. From a game-play standpoint, our philosophies on the matter have shifted over time. When we originally added it, we were in the mindset of trying to diversify our Warriors in order to gain specialization during certain draft situations. At the time, we were also doing something very similar to Supports (via burst vs. sustain healing). While good in theory (and effective in a lot of ways), it had some downsides as well; one of which being the rise and dominance of the double-support meta. As the game has grown and matured, we have felt it better to back-off a bit from both permanent armor and segregated healing. While we want each Hero to bring certain strengths and carry certain weaknesses, we felt like we may have gone a bit too far and would much prefer to keep these buffs mechanic-driven.

While Armor UI was (and is) still a very real concern, it was not the totality of the reason we removed it. I think Adam's developer comment did a pretty good job summing it up:
  • We have experimented with baseline Armor on some of our Heroes for some time, but we've decided to remove this functionality for now. The problem with it that we've found over time is that baseline Armor was difficult to communicate visually. It therefore ended up being a largely hidden power that didn't have any major changes on gameplay. Going forward, we'll prefer to make Armor—and other mechanics that are effective against Heroes and damage types—more interesting when they are tied to game mechanics. To clarify, while we are removing baseline Armor from Heroes, we still like Armor that is tied to a window of time or has an obvious display on the Hero when it is active. Some examples include Greymane in Worgen form and Cho'gall's Ogre hide.

Great response, thank you! But is there a plan to add UI that clearly shows temporary armor buffs?
We are actively looking into it! (u/Blizz_Daybringer)

Why was Leoric's death timer removed?
We originally had decided to remove numerical timer because we felt that the occasionally skipping of numbers felt strange and imprecise during play. We agree though that the bar doesn't provide enough information for players, particularly as death timers continue to scale up over the course of the match.

We plan to add the numerical timer back into the UI in a future update.

Thanks for your feedback! (u/Blizz_Joe)

Weekly Hero Rotation
Note: This is Yrel's first round on the free hero rotation! Be sure to check her out if you haven't already.
Originally Posted by Blizzard (Blue Tracker)
Free-to-Play Hero Rotation: July 17, 2018
  • Raynor
  • Muradin
  • Sonya
  • Nazeebo
  • Uther
  • Jaina
  • Falstad
  • Cassia
  • Ana
  • Lt. Morales
  • Hanzo (Slot unlocked at Player Level 5)
  • Alarak (Slot unlocked at Player Level 10)
  • Chen (Slot unlocked at Player Level 15)
  • Yrel (Slot unlocked at Player Level 20)

Weekly Sales
Originally Posted by Blizzard (Blue Tracker)
Our next set of Heroic Deals will begin on Tuesday, July 17! Check out the list of upcoming featured items and Hero discounts below.

Upcoming Hero Sales
  • The Butcher — Sale Price: 312 gems
  • The Lost Vikings — Sale Price: 375 Gems

The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:

Upcoming Featured Skins
  • The Butcherlisk
  • Pajama Party Lost Vikings
  • Mecha Rehgar
  • Cheerleader Kerrigan
  • Toxic Demonic Auriel
  • Deep Herald of N'Zoth Alarak

Upcoming Featured Mounts
  • Crimson Ringmaster's Pride
  • Ghost Speeder

Yrel's Holy Crusade - Fanmade Montage
To get in the mood for Yrel's first free week, why not check out HawkrayTV's latest take on how to partake in the most righteous of crusades?

by Published on 2018-07-10 04:44 PM

Heroes of the Storm Patch Notes – July 10, 2018
Originally Posted by Blizzard (Blue Tracker)

Our latest Heroes of the Storm patch includes improvements for ranked play, major Hero updates for Raynor and Azmodan, new skins, and more!

Quick Navigation:

Ranked Play

2018 Ranked Season 3 Has Begun!
  • Ranked rewards have been granted to players based on their performance during 2018 Ranked Season 2.
  • Learn more about the rewards that are up for grabs during the new season by checking out our 2018 Ranked Season 3 Dates and Rewards blog.
  • A number of ranked play improvements have also been made with the start of 2018 Ranked Season 3, including the addition of a third ban, rank decay, seeding changes, and Hero League matchmaking adjustments. Read on for details.

Third Ban
  • A third Hero ban has been added to draft modes as part of the initial ban phase.
    • During the initial ban phase, teams will alternate until each has banned two Heroes.
    • Ban and pick times have been adjusted in order to offset the addition of the new ban.
  • The number of level 5+ Heroes required to participate in Hero League has been increased from 14 to 16 to ensure players will always have a Hero available if they pick last.

Rank Decay
  • Diamond, Master, and Grand Master Hero League players who have placed in the current season but haven’t completed any games in a while will be considered “inactive”.
  • Once a player becomes inactive, they will receive a small amount of rank and MMR decay each day until they complete one Hero League match.
    • Diamond, Master, and Grand Master each have their own threshold for inactivity.
    • Players can earn additional “grace period” days by regularly playing Hero League matches during the current season.
  • Inactive players can avoid decay and regain active status by playing a single Hero League match to completion.

League Inactive Days Before Decay Extra "Grace Period" Days
Diamond 20 10
Master 15 10
Grand Master 10 10

Seeding Changes
  • Players who enter ranked play for the first time can no longer be seeded into placement matches higher than Gold 5.
  • Players who return to Hero League after an extended break will no longer be re-seeded into placement matches based on their performance in other modes.

Hero League Matchmaking Changes
  • Ratings Rather Than Points
    • For Master and Grand Master players, the Master-level players they are matched with and against are now determined by skill rating, and rank points no longer play a role.
      • This should provide better experiences for players of very high skill levels who start playing later in a season.
      • These players’ games should have allies and opponents of more consistent skill levels, which also match their own.
  • Match Quality Restrictions and Notifications
    • Players below Master who have waited fewer than three minutes in queue will not be placed into any matches that are outside of the game quality restrictions that would have been used if the match had been formed around that player.
    • Players will now receive a notification in the UI when these quality restrictions are expanded in order to help them find a match more quickly.
  • Stricter Rank Difference Requirements
    • Master and Grand Master players will now only be matched with allies and opponents who are within 1 division of their own ranks. This means:
      • Master players can be matched with players who are either ranked Diamond 1 or Grand Master, but never both.
      • Grand Master players will not be matched with players below Masters.
    • This restriction will not loosen for players in Europe and North America. However, it can loosen for players in other regions after they have waited in queue for 1 hour.
  • Stricter Rating Differences
    • Master and Grand Master players now have narrower ranges of acceptable skill ratings for the players they are matched with. For example:
      • It is extremely unlikely that a top Grand Master player will be matched with a Master who is on the cusp of demotion to Diamond.
      • If a Master player is placed into a Grand Master game, it is because that player’s skill rating is very similar to that of the Grand Master players.
        • In this situation, the Master player’s ranked points have not yet caught up to their rating.


Non-Ranked Battleground Pool
  • All Battlegrounds that were temporarily removed during the Echoes of Alterac event have returned to Versus A.I., Quick Match, and Unranked matchmaking queues.

  • Heroes can no longer Heal, Shield, or target allied Mercenaries with Abilities unless an Ability specifically states that Mercenaries are valid targets.

Alterac Pass
  • Ice Giants
    • Attack speed reduced by approximately 30%.
    • Neutral Ice Giant Attack damage increased from 240 to 312.
    • Captured Ice Giant Attack damage increased from 400 to 520.
  • Cavalry
    • The damage bonus provided by Cavalry units is now a flat 10%, and no longer scales with each completed event.

Battlefield of Eternity
  • Minimap
    • The Minimap icons that represent Immortals during an event have received updates.
      • The opposing Immortal now uses an icon depicting crossed axes, while the allied Immortal displays a shield icon.
      • This should help players more quickly identify which Immortal to attack and which to defend.

Braxis Holdout
  • Beacons
    • Now become contested immediately when Heroes from both teams are on the point.
  • Zerg Waves
    • The baseline zerg wave has been strengthened significantly.
      • This should encourage teams to split up in order to defend against an incoming zerg wave, rather than send all five players to attack with an allied wave.
  • Beacon Progress Bars
    • The progress bars in the lower-right corner of the screen have received visual updates to coincide with the above changes.




  • Blinding Light (W)
    • Now also deals 50 damage (+4% per level) to enemies in the target area.


  • Time Trap (E)
    • Melee Heroes who can see a Time Trap can now use melee attacks to destroy it without triggering its effects.


  • Health increased from 1,302 to 1,450.
  • Health Regeneration increased from 2.71 to 3.02.
  • Basic Attack damage reduced from 122 to 92.
  • Basic Attack range is now set to 6.5 and is no longer based on Raynor’s Trait.
  • Scaling increased from 4% to 5% per level.

  • New Trait: Give ‘Em Some Pepper
    • Every 4th Basic Attack splashes in a small area and deals 125% more damage to the primary target.
  • Penetrating Round (Q)
    • Damage reduced from 240 to 220.
    • Mana cost reduced from 60 to 50.
    • Additional functionality:
      • Slows enemy Movement Speed by 20% for 2 seconds.
      • Knockback distance is based on the target’s proximity to Raynor.
  • Inspire (W)
    • Cooldown increased from 10 to 12 seconds.
    • New functionality:
      • Raynor and all nearby allied Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds.
      • Casting Inspire resets Raynor’s Basic Attack cooldown.
  • Adrenaline Rush (E)
    • Cooldown increased from 30 to 45 seconds.
    • Mana cost increased from 0 to 75.
    • New functionality:
      • Heal Raynor for 25% of his maximum Health over 1 second. Raynor’s Basic Attacks reduce Adrenaline Rush’s cooldown by 0.5 seconds, doubled against Heroes.
  • Raynor’s Raider (R)
    • Health increased from 766 to 1,000.
    • Damage per missile reduced from 31 to 24.
    • Attacks per second increased from 0.8 to 2.
    • New functionality:
      • Summon a Banshee that assists Raynor. The Banshee deals 96 damage per second and regenerates 75 Health per second if it hasn’t taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee.
      • The Banshee respawns automatically after 45 seconds.

  • Level 1
    • Seasoned Marksman (Passive)
      • Removed.
    • Scouting Drone (Active)
      • Removed.
    • New Talent: Veteran Marksman (Trait)
      • Quest: Every time the primary target of Give ‘Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.
    • New Talent: Ace in the Hole (Passive)
      • Deal 30% more damage to Stunned or Slowed enemy Heroes.
    • New Talent: Exterminator (Passive)
      • Basic Attacks deal 50% more damage to Minions, Mercenaries, and Monsters. This is increased to 100% while Inspire is active.
  • Level 4
    • Focused Attack (Passive)
      • Removed.
    • Vigorous Assault (Passive)
      • Removed.
    • Confident Aim (Q)
      • Removed.
    • Relentless Leader (Passive)
      • Removed.
    • Fight or Flight (E)
      • Moved from Level 7.
      • New functionality:
        • Reduce Adrenaline Rush’s cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 4 seconds.
    • New Talent: Sustaining Rounds (Trait)
      • Give ‘Em Some Pepper heals Raynor for 3% of his maximum Health, increased to 6% if the primary target is a Hero.
    • New Talent: Behemoth Armor (Passive)
      • Gain 250 bonus maximum Health.
      • Quest: Every time Give ‘Em Some Pepper’s primary target is a Hero, gain an additional 5 maximum Health.
  • Level 7
    • Hamstring Shot (Q)
      • Removed.
    • Revolution Overdrive (W)
      • Removed.
    • Puttin’ On A Clinic (Passive)
      • Removed.
    • New Talent: Fuel the Rush (Passive)
      • While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 200%.
    • New Talent: Unstable Compound (Trait)
      • Increase the area of Give ‘Em Some Pepper by 15%, and enemies hit by it are Slowed by 10% for 3 seconds.
    • New Talent: Heavy Slugs (Active)
      • Activate to increase the distance of the next Penetrating Round by 30% and increase its Slow duration to 6 seconds. 30 second cooldown.
  • Level 13
    • Giant Killer (Passive)
      • Removed.
    • Double-Barreled (Q)
      • Removed.
    • Steel Resolve (W)
      • Removed.
    • New Talent: Debilitating Rounds (Passive)
      • Decrease the cooldown of Penetrating Round by 3 seconds. While Inspire is active, Penetrating Round’s Slow is increased by 20%.
    • New Talent: Rallying Cry (W)
      • Increase the duration of Inspire by 1 second. Casting Inspire grants nearby allied Heroes 10% Movement and Attack Speed for its duration.
    • New Talent: Giddy-Up (W)
      • Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
  • Level 16
    • Executioner (Passive)
      • Removed.
    • Cluster Round (Q)
      • Removed.
    • Bullseye (Q)
      • Removed.
    • Give Me More (E)
      • Moved from Level 1.
      • New functionality:
        • Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
    • New Talent: Paint Them Red (Q)
      • Increase the damage of Penetrating Round by 50% and heal for 100% of the damage it deals to Heroes.
    • New Talent: Bounty Hunter (Trait) (D)
      • If Give ‘Em Some Pepper’s target is a Hero, it deals an additional 3% of their maximum Health as damage and grants Raynor 5 Armor for 3 seconds.
      • Activate Give ‘Em Some Pepper to apply it to Raynor’s next Basic Attack. 40 second cooldown.
  • Level 20
    • Scorched Earth (R)
      • Removed.
    • A Card to Play (Passive)
      • Removed.
    • Nexus Frenzy (Passive)
      • Removed.
    • Dusk Wing (R)
      • Increase the damage, Health, and leash range of Raynor’s Raider by 100%. When it dies, both Inspire and Adrenaline Rush are activated for free.
    • New Talent: Indomitable Resolve (R)
      • Give ‘Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. Inspire grants Raynor Unstoppable for 2 seconds.
    • New Talent: Weak Spot Acquired (Trait)
      • An enemy Hero who is the primary target of Give ‘Em Some Pepper has their Armor reduced by 25 for 2 seconds.
    • New Talent: Execute (Passive)
      • Increase Attack Speed by 20%. Your Basic Attack damage is increased by 25% against targets below 50% Health.

Developer Comment: We're extremely excited to bring Raynor’s long-awaited rework to the Nexus! We've been reading and absorbing all the amazing feedback that you have sent us over the past year and think the new design will do him justice. We've massively increased his wave-clear potential with a new Trait and completely overhauled his Talent tree (one of the oldest in the game). Raynor mains should have a whole new set of tools to play around with while new users should still be able to pick him up and right-click their way to victory. We have been having a ton of fun with the changes and hope you do as well. As always, please send us any feedback you have and get ready to fill your enemies full of daylight!



  • Health reduced from 2,738 to 2,464.
  • Health Regeneration reduced from 5.7031 to 5.1328.

  • General of Hell (Trait) (D)
    • Renamed to Demon Lieutenant.
    • New Functionality:
      • Summon a Demon Lieutenant at any allied Mercenary, Minion, or Azmodan Demon. The Lieutenant will cast Demonic Smite every 7 seconds, instantly killing an enemy Minion. Lasts 20 seconds. 60 Second cooldown.
      • Can now be cast on the Minimap.
      • Can be used while channeling All Shall Burn.
  • Globe of Annihilation (Q)
    • New Quest:
      • Hitting a Hero or killing a Minion within 1.5 seconds of being hit by Globe of Annihilation grants 2 Annihilation.
    • Reward:
      • Each stack of Annihilation increases Globe of Annihilation’s damage by 1, up to 400.
    • Greatly reduced the delay before impact warning effects appear.
    • Range reduced from 35 to 30.
    • Casting time reduced from 0.75 to 0.5625 seconds.
    • Globe speed increased from 15 to 18.
  • Demon Warrior (W)
    • Can now be cast while channeling All Shall Burn.
    • No longer has charges.
    • Demon Warriors now deal a small amount of damage to nearby enemies every second.
    • Health increased from 365 to 390.
    • Attack damage reduced from 37 to 28.
    • Attack range reduced from 1.5 to 1.
    • Movement Speed reduced from 4 to 3.6.
  • All Shall Burn (E)
    • New functionality:
      • Channel a beam of death on an enemy, dealing 136 damage per second for 2.5 seconds. If the Channel lasts its full duration, deal an extra 272 damage to the target.
      • Azmodan’s Movement Speed is reduced by 30% while Channeling.
    • Cooldown increased from 6 to 8 seconds.
    • Mana cost changed from 12 per second to a flat 30 Mana.
    • Range reduced from 7 to 6.
  • Demonic Invasion (R)
    • New Functionality:
      • Rain a small army of Demonic Grunts down on enemies, dealing 65 damage per impact. Grunts deal 42 damage, have 750 Health and last up to 8 seconds. When Grunts die they explode, dealing 65 damage to nearby enemies.
    • Grunt Health increased from 365 to 750.
    • Grunt Health now decays over 8 seconds.
    • Grunt attack damage reduced from 51 to 42.
    • Cooldown reduced from 100 to 90 seconds.
    • Mana cost reduced from 100 to 60.
  • New Heroic Ability: Tide of Sin (R)
    • Activate to make the next Globe of Annihilation cost no Mana and deal 50% more damage. 20 second cooldown.

  • Level 1
    • Taste for Blood (Q)
      • Removed.
    • Sieging Wrath (Q)
      • Removed.
    • Gluttony (Q)
      • Moved from Level 4.
      • New functionality:
        • Increase the number of stacks of Annihilation gained by hitting Heroes with Globe of Annihilation from 2 to 3.
        • Quest: After gaining 200 Annihilation, each enemy hit by Globe of Annihilation reduces its cooldown by 0.25 seconds, doubled against Heroes.
    • New Talent: Greed (Q)
      • Increase the timeframe in which Minion kills grant Annihilation from 1.5 to 3 seconds.
      • Quest: After gaining 200 Annihilation, Globe of Annihilation’s range is increased by 33% and the damage it deals against Minions and Mercenaries is increased by 20%.
    • New Talent: Wrath (Q)
      • Basic Attacks against Heroes under 75% Health grant 1 Annihilation.
      • Quest: After gaining 200 Annihilation, hitting a Hero with Globe of Annihilation increases the damage of Azmodan’s next Basic Attack against them within 4 seconds by the amount of Annihilation he has.
  • Level 4
    • Hellish Hirelings (Trait)
      • Removed.
    • Army of Hell (W)
      • New Functionality:
        • Summon Demon Warrior spawns an additional Demon, but its cooldown is increased by 10 seconds.
    • Hellforged Armor (W)
      • Moved from Level 13
      • New Functionality:
        • Demon Warriors and Lieutenants gain 35 armor and last 4 seconds longer.
    • Battleborn (Passive)
      • Moved from Level 16
      • New Functionality:
        • Azmodan’s Basic Attacks reduce the cooldown of Summon Demon Warrior by 0.5 seconds and Demon Lieutenant by 1 second.
  • Level 7
    • Infernal Globe (Q)
      • Removed.
    • Bound Minion (Trait)
      • Removed.
    • Gluttonous Ward (Active)
      • Removed.
    • Master of Destruction (E)
      • Moved from Level 1.
      • New Functionality:
        • All Shall Burn’s final damage applies to all enemies in an area around the target and grants 2 Annihilation per Hero hit.
    • New Talent: Bombardment (Q)
      • After casting Globe of Annihilation, Azmodan’s Basic Attacks within the next 3 seconds have an additional 2 range and can hit 2 additional targets. Hitting Heroes with Basic Attacks empowered by Bombardment grant 1 Annihilation.
    • New Talent: Art of Chaos (Q)
      • If Globe of Annihilation hits 2 or more Heroes, restore 30 Mana. If it hits 3 or more Heroes, gain an extra 5 Annihilation.
  • Level 13
    • Hedonism (Q)
      • Removed.
    • Infused Power (E)
      • Removed.
    • New Talent: Brutish Vanguard (W)
      • Demon Warriors gain 25% increased Health and Slow nearby enemies by 20%.
    • New Talent: Cydaea’s Kiss (Q)
      • Reduces the Channel time of All Shall Burn by 0.5 seconds. If All Shall Burn’s Channel lasts its full duration against a Hero, Azmodan is healed for 8% of his maximum Health.
    • New Talent: Chain of Command (Trait) (D)
      • Demon Lieutenants also grant 25% increased damage to nearby friendly Minions, Mercenaries, and Azmodan’s summoned Demons.
  • Level 16
    • Demonic Smite (Trait)
      • Removed.
    • Sin for Sin (Active)
      • Removed.
    • Forced Recruiment (D)
      • Removed.
    • Sin’s Grasp (E)
      • Moved from Level 4.
      • New Functionality:
        • Increases the range of All Shall Burn by 20%.
        • If All Shall Burn channels for its full duration on a Hero, its cooldown is reduced by 4 seconds.
    • New Talent: Hell Rift (E)
      • If the channel lasts its full duration, a Demon Warrior is summoned at your target and your Demon Warriors deal 100% increased damage for 4 seconds.
    • New Talent: Total Annihilation (Q)
      • Globe of Annihilation damages Heroes for an additional 5% of their maximum Health.
  • Level 20
    • New Talent: Siegebreaker (R)
      • Azmodan’s Demons deal 50% increased damage to Structures.
    • New Talent: Black Pool (R)
      • Globes of Annihilation empowered by Tide of Sin also leave a Black Pool at their impact location for 5 seconds. Enemies within the pool lose 8 Armor per second, and take 56 damage per second.
    • New Talent: Pride (Q)
      • After gaining 400 Annihilation, Globe of Annihilation’s area is increased by 15% and its damage is increased by 100.
    • New Talent: Trample (Active)
      • Activate to charge a short distance, dealing 240 damage and Slowing enemies caught in the path by 60% for 1 second. 60 second cooldown.

Developer Comment: In Azmodan’s update, we’ve embraced and expanded his role as a late-game siege monster. He now has a baseline stacking quest for Globe of Annihilation that’s a hybrid of the old Taste for Blood and Sieging Wrath Talents. Whether you’re focusing on PvE or PvP objectives you should see Globe of Annihilation become more powerful as a game goes on. To compensate for this increase in baseline power, we’ve made Globe’s impact area more quickly visible to enemies, which will give them a chance to dodge their impending doom. We’ve also made major mechanical changes to Black Pool (now called Tide of Sin) and focused it solely on Globe’s damage without the need for targeting or alt-casting. Demon Warriors are now individually stronger and deal constant AoE damage, but are slower and no longer have multiple charges. The new All Shall Burn should be much more consistently useful and certain Talent combinations can be used boost Azmodan’s short to mid-range potential. Demon Lieutenant (formerly General Of Hell) is still a global pushing ability, but is less reliant on needing a large Minion wave to get value. Demonic Invasion’s changes are geared towards expanding its use in PvP scenarios without affecting its old structure-bustin’ potential. Dropping an Invasion on the enemy team will force them to run away or take a large amount of delayed damage.



  • Life-Binder (R)
    • Now also heals Alexstrasza and her target for 300 Health per second during channeling.

New Bundles and Skin Packs
  • The following new bundles will soon become available for a limited time:

    • Heroes of the Dorm 2018 Bundle – Available now until July 23.
    • Raiders of Warchrome Bundle – Available now until August 6.
  • The following new skin packs are available now until August 6:
    • Dominus Vile Azmodan Skin Pack
    • Diesel Speaker Nazeebo Skin Pack
    • Roadraider Raynor Skin Pack

Warchrome Skins
  • Azmodan
    • Dominus Vile Azmodan
    • Hazardus Vile Azmodan
    • Machinus Vile Azmodan
  • Nazeebo
    • Diesel Speaker Nazeebo
    • Hexplug Diesel Speaker Nazeebo
    • Neon Diesel Speaker Nazeebo
  • Raynor
    • Roadraider Raynor
    • Ghostly Roadraider Raynor
    • Nameless Roadraider Raynor

Additional New Skins
  • Arthas
    • Ruby Frostwyrm Arthas
    • Stromgarde Prince Arthas
  • Azmodan
    • Champion Azmodunk
  • E.T.C.
    • Fel E.T.C.
    • New Glam Metal E.T.C.
  • Gul’dan
    • Shadowmoon Gul’dan
  • Kerrigan
    • Champion Cheerleader Kerrigan
  • Li-Ming
    • Champion Striker Li-Ming
  • Samuro
    • Fel Burning Blade Samuro
    • Draenor Burning Blade Samuro

New Mounts
  • Celestial Billie
    • This Mount will be granted to players the first time they purchase gems using real money following the release of this patch.
  • Helldorado
    • Helldorado
    • Ghostly Helldorado
    • Nameless Helldorado
  • 2018 Ranked Season 2 Mount Rewards
    • The following Mounts have been awarded to players based on their performance during 2018 Ranked Season 2:
      • Primal Direhorn
      • Sholazar Direhorn
      • Hellfire Direhorn
      • Epic Primal Direhorn
      • Epic Sholazar Direhorn
      • Epic Hellfire Direhorn

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

  • Diablo: Will no longer appear to face the wrong direction while walking after Shadow Charge is interrupted.
  • Malthael: Fear the Reaper’s icon art in the buff bar now correctly matches its icon art in the Talent pane.

  • Haunted Mines: Fixed an issue that could cause the Grave Golem in the Mines to stop issuing Basic Attacks and casting its Root Ability when defending against nearby Heroes.
  • Warhead Junction: Visual effects created by Boss and Podling Abilities are no longer visible through the Fog of War.
  • Try Mode: Changing the Enemy Hero setting to None and then using the Set Level button no longer causes an enemy Hero to spawn.

Heroes, Abilities, and Talents
  • Abilities: Fixed an issue in which certain Abilities, like Stukov’s Lurking Arm, could be unintentionally canceled immediately after casting.
  • Alarak: Deadly Charge will now always fire in the direction the player clicked, instead of the direction Alarak was facing when the Ability was cast.
  • Alexstrasza: Can no longer use Cleansing Flame to switch between the upper and lower levels of Haunted Mines.
  • Alexstrasza: Fixed an issue that could cause Cleansing Flame to fail if it was cast in the same moment that Dragonqueen was ending.
  • Cassia: Fixed an issue in which the Plate of the Whale Talent required more Basic Attacks to be absorbed per Health Regeneration stack than intended.
  • Deckard: Can now correctly use Healing Potions while affected by Zarya’s Graviton Surge.
  • Deckard: Canceling Stay Awhile and Listen no longer prevents the next source of damage from waking Sleeping enemies.
  • Diablo: No longer becomes unable to use any Abilities if Shadow Charge fails to cast.
  • Diablo: Fixed an issue that could prevent Diablo from using additional Abilities after casting Shadow Charge on an enemy who is using a dash, like Chen’s Flying Kick or Illidan’s Dive.
  • D.Va: Shift-queuing movement commands during Boosters no longer causes D.Va to become stuck indefinitely.
  • Garrosh: Can now correctly cast Into the Fray on Unstoppable allied Heroes.
  • Garrosh: Warlord’s Challenge no longer cancels Abilities that end upon taking damage, like Muradin’s Second Wind or Fenix’s Shield Capacitor.
  • Nova: After learning Anti-Armor Shells, the Target Info Panel now displays the correct amount of Basic Attack damage dealt.
  • Sleep: Damage over time effects that do not initially apply damage, like Gul’dan’s Corruption and Blaze’s Combustion, will now correctly wake Sleeping enemies.
  • Stukov: Healing Pathogen’s timer is no longer visually removed if the target becomes Polymorphed.
  • Takedown Credit: Fixed an issue in which takedown credit could still be granted to a Hero even if they left combat long before the target was killed.
  • The Butcher: Ruthless Onslaught’s visual effects will no longer persist on the target if they interrupt the Ability by entering Stealth.
  • Valeera: Sinister Strike’s targeting indicator now more closely matches the Ability’s area of effect.
  • Varian: Colossus Smash now moves Varian to a valid landing location, rather than placing him within a space that’s already occupied by the target.

  • Sonya: The La Pantera Sonya skin no longer plays sword impact sound effects when attacking Structures.
by Published on 2018-07-06 07:49 PM

Upcoming “Ask Me Anything” Schedule and Thread Topics
Originally Posted by Blizzard (Blue Tracker)

On the Heroes team, we love taking the opportunity to talk with the community about game-related topics in “Ask Me Anything” threads on the Heroes of the Storm Subreddit. These not only help us provide more insight behind the dev team’s decisions, but also give you the opportunity to ask questions and share feedback directly with the people who work specifically on the areas you have questions about.

As part of our ongoing commitment to improve communication, we’re kicking off a series of three new AMA threads, so that you can get answers to all of your most burning Heroes of the Storm questions. Here are the topics and dates for each of our upcoming AMAs:
  • Art and Animation: Wednesday, July 11 from 10:00 a.m. to 12:00 p.m. PDT. (7:00 p.m. to 9:00 p.m. CEST)
  • Ranked Play Changes and Matchmaking: Week of August 6.
  • Hero Balance and Design: Week of September 10

We’d like to focus the discussion during each AMA on a different area of the game’s development. This will allow us to provide more in-depth answers to your questions compared to the AMAs we’ve done in the past. It’ll also allow us to bring in specific groups of devs who have specialized knowledge and are better equipped to dive deep into the topic at hand.

We’re excited to hear from you, and we hope you’ll have some good questions ready for us! Stay tuned for information on future AMAs and let us know if there’s a specific type of AMA that you’d be interested to see.

Heroes Brawl of the Week, July 6, 2018: Braxis Outpost
Originally Posted by Blizzard (Blue Tracker)

This week’s Heroes Brawl is Braxis Outpost! A single-lane battleground set in the Koprulu Sector, it will be up to your team to survive in the lane and take down the enemy core, without the aid of Hearthstone or their Hall of Storms. Good luck, have fun!

  • Shuffle Pick
    • Choose from one of three randomly selected Heroes before entering the battle on Braxis Outpost. Be quick about it though, you only have 30 seconds to choose!
  • ARAM Rules
    • Players cannot use Hearthstone
    • Players do not heal at their starting location. (Hall of Storms)
    • Cores have no shields
  • Mercenary Camps
    • Braxis Outpost features two mirrored Goliath & Raven mercenary camps.
  • Be the first team to take down the enemy Core to claim victory!

  • Complete three matches of Braxis Outpost to earn a Loot Chest!

Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.

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