Heroes of the Storm RSS Feed

by Published on 2018-04-12 07:11 PM

Heroes of the Storm Development Updates - April 12, 2018
Originally Posted by Blizzard (Blue Tracker)

As many of you are aware, there’s been a lot of feedback and community conversation about topics like matchmaking, ranked play, new Hero balance, and player toxicity. It’s clear to us that some players in the Heroes community are unsure if their concerns are being heard. We take your feedback seriously, and we definitely haven’t done enough lately to acknowledge and respond to it. We can do better, so we’d like to shed some more light on a few of these topics today, starting with Matchmaking.

MMR and Matchmaking
Our goal with matchmaking is to ensure your Heroes of the Storm games are fun, fair, and challenging. While we’ve made progress in some areas, we don’t think we’ve hit that goal in all of them. We’re working on some matchmaking improvements that will bring us closer to our objective and hopefully give players more positive gameplay experiences.

Queue Time vs. Match Quality
Matchmaking in Heroes boils down to striking a balance between creating the best possible matches in terms of player skill, and initiating games in a reasonable amount of time. Currently, the matchmaker is always seeking to make the best possible matches it can based on a set of criteria it uses to find equally skilled allies and opponents. The longer players wait in the queue, the looser these restrictions become in order to get players into a match as quickly as possible. We originally set up these somewhat elastic matchmaking rules to speed up wait times. Unfortunately, decreasing wait times sometimes comes at the expense of match quality. This can be especially noticeable at the highest skill levels, where there are fewer players in the queue at any given time. When this situation occurs, players can find themselves in games that include allies and enemies outside of their skill range.

Given all your feedback, it’s clear we’ve been favoring reducing queue times a little too much. Moving forward, we’re going to harden these rules in order to enforce higher quality matches. As a result of the changes we plan to implement, higher-skilled players may see longer queue times in exchange for higher quality matches.

MMR and Rank Decay
Your matchmaking rating (MMR) is an internal numerical representation of your skill that is adjusted based on the outcome of the games you play. This value is most accurate when you regularly play within the current meta against other active members of the player base. When players take an extended break from the game, or only play a few ranked games each season, it can create situations where a player’s current skill no longer matches their MMR (if only temporarily). We’ve heard from those of you who feel it’s unfair to be matched with players who are in this situation.

To alleviate this, and to help improve the accuracy of a player’s MMR and rank, we’re working to institute both MMR and rank decay. Players who have not played any games for a while will have their MMR slowly adjusted to compensate. Likewise, players who do not regularly participate in a given season will see a decline in their rank points over time.

All of this said, it’s also very important to us that the decay rate is not overly punishing. We’re still working on the specifics of this decay system, and we’re interested in hearing any feedback you might have.

Performance-Based Matchmaking
Performance-Based Matchmaking is a system we introduced late last year, which aimed to improve MMR accuracy by taking your individual performance into account when adjusting your MMR. Its release unfortunately coincided with some unrelated issues that occurred during the new ranked season. As a result, we disabled performance-based matchmaking so that we could focus on addressing those issues. While it was active, we absorbed your feedback and took note of additional improvements we wanted to make.

When we bring this feature back, we intend to add additional context about how point adjustments are determined. This should help you better understand how you’re performing and where you can improve in the future. Keep an eye out for those details in the near future.

We also received feedback that performance-based matchmaking isn’t as effective at the highest levels of ranked play. This subset of players is relatively small, which can result in too few players setting the standard for in-game performance in specific situations. As a result, when performance-based matchmaking returns, it will no longer adjust point totals for Grandmaster and Master league players.

Though we had disabled the performance-based matchmaking system’s ability to adjust players’ ranked points, it has continued to gather live player data and improve upon itself over time. We believe it is ready to be turned back on soon, and we’ll have more details to share with you in the coming future.

Ranked Play
We know that many of our most dedicated players have been curious to hear about any updates we might have in store for ranked play. We are working on several improvements for ranked, and we’d like to share a few of them with you today.

Placement Matches
Placement matches were primarily intended as a way for us to gain more information about your skill level in the absence of previous match history. However, the more games you play during a season, the less necessary it becomes to reassess you at the start of the next. Going forward, those who play enough ranked games during the current season will only need to complete as little as one placement match when the next season begins. After completing your placement, you will be placed based on your MMR at the end of the previous season.

New and Returning Player Seeding
The first time a player steps into ranked play, we use the knowledge we have about their performance in other game modes as a general starting point for assessing their skill. We also do this if a player hasn’t played ranked in a long time, and their MMR in other modes is now significantly different than their existing ranked MMR. Currently, players who enter ranked play for the first time, or after a long absence, can place as high as Diamond 3 after completing their placements.

We recognize that being placed highly when a player is new to ranked can lead to some less than positive experiences if they lack some of the more nuanced game knowledge necessary for success in that league. As a result, new players can no longer place higher than Platinum 5 at the end of their placement matches going forward.

Additionally, we believe the introduction of MMR and rank decay will help account for players who take long breaks from ranked play. As such, these returning players will no longer be re-seeded into placements based on their skill in other game modes.

Hero Bans and Swaps
We’re going to add a third ban for each team during drafts. We’ve been considering this addition for some time, but we wanted to wait until our Hero roster grew to an appropriate size. We believe we’ve now reached that threshold, and adding a third ban should provide teams with another layer of strategy when choosing their Heroes for a given match. We’re currently planning to add this ban to the existing mid-ban phase rather than create an entirely new third phase. This will enable us to keep drafts moving quickly, so that players can get to the action. It also allows teams to use that additional mid-ban to react to the draft as it unfolds.

Second, and more nebulous, is the addition of a Hero swap feature. We’ve seen a lot of mixed discussion on this topic in the community, and there are many things to consider when introducing this system to Hero League, including increased draft time, complexity, and player conflict during the draft. Because of these complexities, Hero Swaps are lower on our priority list compared with some of the other improvements we’re discussing today.

Despite these concerns, we’re still exploring a few options. We’ve considered alterative ideas like position swaps, in which players could rearrange their team’s pick order. We’ve also considered simply using the same “first come, first served” pick method that exists in Team League and Custom Games, and we may bring some of these ideas to Unranked Draft as a test.

We’d love to hear your feedback on this topic, so let us know what you think!

New Hero Balance
We do our best to provide fun and satisfying experiences with every new Hero we release. This goal can take many forms, from offering exciting new abilities, to bringing the fantasy of a character to life, and making sure they’re fun to play as, with, and against. It’s also important that each new Hero feels impactful in players’ hands and has the potential to shift the meta. We’d like to share how we look after our new Heroes in the days following release.

New Hero Balance Changes
We received a lot of feedback from players who felt that both Maiev and Fenix were too powerful on release, and we agree. In the past, many of our Hero releases have been considered balanced, or even weaker than they should be. When a new Hero is weak, it tends to see minimal competitive and ranked play, which limits how much live Hero data we’re able to quickly gather and doesn’t evolve the metagame. We want new Heroes to feel compelling for players at launch, but we also want to do that while maintaining the core gameplay balance of Heroes of the Storm. We’ll continue to work toward improving on this going forward.

Over time, we’ve developed a cadence of releasing balance updates for new Heroes every two weeks. This gives us enough time to collect data and allows players to learn how to play with and against the latest additions to the Nexus.

Occasionally, we’ll release a balance update for a new Hero outside of this time frame, as we recently did with Maiev (and Zarya even further back). This isn’t ideal, as it doesn’t give the community enough time to actually explore a character’s strengths and weaknesses aside from initial gut reactions. It also means we have to make these decisions with very little data and live play experience. Our goals are to avoid knee-jerk reactions, to give players enough time to learn new Heroes, and to gather data before we make any balance adjustments.

New Heroes in Ranked
We understand that some players in the community would like us to lock new Heroes out of ranked modes for a couple of weeks following release, and we’ve discussed this internally. Despite this concern, Hero League data is critical for us to fine-tune a new Hero and hit their two-week patch timing. We hope the addition of a third ban in ranked play will help relieve the pressure when expending a ban on any new or reworked Hero that may be considered too strong.

Toxicity and Reporting
A competitive game of Heroes can really get the blood pumping, but we understand that just one player’s negative behavior can ruin the fun for all 10 players in a match. We want to make this clear: Toxic behavior will not be tolerated. We’ve been working on improvements to the ways we detect negative behavior, mitigate detrimental effects on others when it occurs, and message when we take corrective action.

Ramping Up Actions
We’ve been working on a new system that uses machine learning to help improve the validation of player reports. Our internal testing shows the new system allows us to take action against many times the number of reports than we could using our previous methods, while also maintaining an even higher level of confidence in those actions. We’re still doing some additional tuning, but we expect to be able to roll this new system out in the very near future.

Repeat Offender Penalties
Along with the improvements around detecting toxic behavior, we’re also revisiting punishments for repeat offenders. Currently, repeated abusive chat penalties result in an escalating silence duration. This has proven to be enough for most players to get the message, but a subset of players continually return to their toxic behavior, continuing to ruin games for everyone around them. Rather than simply issue them even longer silences, we’re going to start escalating penalties from silences, to suspensions, and even bans as repeat offenses stack up.

Non-Participation and Intentionally Dying
Going AFK during a match, leaving matches early, and dying intentionally are all behaviors that harm the game and compromise a match. We’ve been working on ways to address these behaviors while limiting the negative impact they have on others. As part of this endeavor, we’re deep into development of a loss forgiveness feature, which will mitigate ranked point deductions for players who lose a game due another’s failure to participate. The leaver will be penalized for the loss and repeated offenses will result in harsher penalties. The system will initially only forgive losses caused by leavers, but we plan to expand it to include AFK players and intentional dying in the future.

One of the challenging parts about combating toxicity is that most of the action happens behind the scenes, so it can seem like nothing is being done. A few months ago, we started sending e-mails to players when their reports on non-participating or intentionally dying players lead to action being taken against the offender’s account. We eventually want to bring those notifications in-game where they’ll be more visible. In the meantime, we’re going to increase visibility for the suspension and ban waves we issue by bolstering our broader communications. This is something we’ve done sporadically in the past, but we’ll be moving to a more consistent cadence going forward.

We recognize that we haven’t been as communicative with the community recently as we could have been, and going forward, we want to increase our presence and share more of our thoughts and plans with you. We hope our post today has addressed some of your questions about our plans for Heroes of the Storm in the near future. If not, several members of the Heroes development team will be available to answer more of your questions in an AMA thread on the Heroes of the Storm Subreddit. The AMA begins at 10 a.m. PDT on Friday, April 13, and we’re planning to answer questions for about two hours. Until then, we’ll see you in the Nexus!
by Published on 2018-04-12 01:17 AM

April 11th Balance Update
Originally Posted by Blizzard (Blue Tracker)

Our most recent Heroes of the Storm patch is now live containing a number of balance changes and bug fixes.

Quick Navigation:




  • Level 1
    • Gathering Storm (Q)
      • Added functionality:
        • Every Hero Hammerang hits also returns 10 Mana.
    • Wingman (Active)
      • Added functionality:
        • Reduces Lightning Rod’s cooldown by 3 seconds
  • Level 4
    • Updraft (E)
      • Added functionality:
        • Removes the duration of Shields granted by Barrel Roll.


  • Basic Attack damage reduced from 96 to 86.

  • Plasma Cutter (Q)
    • Damage reduced from 145 to 135.
  • Planet Cracker (R)
    • Damage increased from 105 to 108.

  • Level 1
    • Advanced Targeting (Q)
      • Damage bonus reduced from 0.75 to 0.5.
      • Maximum bonus damage reduced from 75 to 60.
    • Arsenal Synergy (W)
      • Damage bonus increased from 100% to 175%
  • Level 4
    • Emergency Protocol (Trait)
      • Movement Speed bonus reduced from 30% to 25%.
  • Level 7
    • Combat Advantage (Q)
      • Damage bonus against Slowed targets reduced from 50% to 40%.
  • Level 13
    • Auxiliary Shields (Trait)
      • Shield regeneration reduced from 20% to 15% of Basic Attack damage dealt.
    • Dampening Field (Trait)
      • Spell Armor increased from 15 to 20.
    • Rapid Recharge (Trait)
      • Shield recharge increased from 20% to 40% of healing received.
  • Level 20
    • Singularity Charge (W)
      • Repeater Cannon bonus Attack Speed increased from 50% to 100%.
    • Unconquered Spirit (Passive)
      • Shield amount increased from 600 to 800.

Developer Comment: Fenix has proven himself quite powerful, mainly due to his capability for consistent damage output. While we’re happy with how he plays, we’re making a few changes to bring his damage in line and address Talent imbalances.


  • Natural Agility (Trait)
    • Cooldown increased from 20 to 25 seconds.
  • Dragon Strike (R)
    • Damage increased from 64 to 70.

  • Level 4
    • Serrated Arrows (W)
      • Bonus damage granted versus Minions, Mercenaries, and Monsters reduced from 150% to 100%.


  • Level 1
    • Aether Walker (E)
      • Reduced the time required after taking damage from 5 to 4 seconds.
  • Level 4
    • Dominance (Trait)
      • Adjusted functionality:
        • Takedowns now restore 30% of missing Health.


  • Level 7
    • Perfect Shot (Q)
      • Added functionality:
        • Each Hero hit also grants an additional Precision Sniper stack.
  • Level 13
    • Ionic Force Field (Trait)
      • Armor duration increased from 2 to 3 seconds.
    • Double Tap (W)
      • Added functionality:
        • Also increases Pinning Shot’s cooldown by 2 seconds.
  • Level 16
    • Lethal Decoy (E)
      • Holo Decoy damage bonus reduced from 35% to 30%.
    • Crippling Shot (W)
      • Armor negation reduced from 25 to 20.
    • Explosive Round (Q)
      • Area of effect damage increased from 50% to 70%.


  • Health reduced from 1350 to 1280.
  • Health Regeneration reduced from 5.625 to 5.332.
  • Basic Attack damage reduced from 29 to 28.



  • Health increased from 1850 to 1924.
  • Health Regeneration increased from 3.8554 to 4.0078.

  • Taunt (R)
    • Bonus Health and Health Regeneration reduced from 30% to 25%.



  • Level 7
    • Force of Magic (W)
      • Bonus Spell Power increased from 20% to 25%.
    • Arcane Explosion (W)
      • Base damage reduced from 90 to 80.
      • Maximum additional damage reduced from 350 to 315.
  • Level 13
    • Circle of Protection (W)
      • Now also increases Force of Will’s cooldown by 2 seconds.
    • Reabsorption (W)
      • Heal amount increased from 60% to 70%.


  • Basic Attack damage increased from 85 to 90.

  • Black Arrows (Trait)
    • Abilities no longer disable Structures.

Developer Comment: As part of our ongoing quest to increase counter-play and curb frustration when playing against certain Heroes, we’re changing Sylvanas’ Black Arrows trait so that her Abilities no longer disable Structures. This effect is incredibly powerful and, in the past, has limited how Battlegrounds can be designed and played. We realize that turning off enemy Structures is an important part of Sylvanas’ identity, so rather than removing this functionality completely, we’re addressing it in such a way that she now has to put herself in danger to get maximum value. This should allow more counter-play for opponents when Sylvanas is pushing, and enable us to improve her teamfight capabilities, which we’re doing initially via a small Basic Attack damage buff. We’ll be keeping an eye on her performance, and are ready to make further tuning changes as needed.



  • Health increased from 1949 to 2027.
  • Health Regeneration increased from 4.0585 to 4.2226.

  • Level 1
    • Transcendence (Trait)
      • Healing increased from 98 to 104.


  • Regrowth
    • Heal amount reduced from 400 to 380.
  • Moonfire
    • Heal amount reduced from 140 to 135.

  • Level 4
    • Strangling Vines (E)
      • Heal reduction duration increased from 2 to 3 seconds.



  • Level 1
    • Accumulating Flame (Q)
      • Adjusted quest reward functionality:
        • Gain 15 Armor per Hero ignited with Breath of Fire. This lasts 3 seconds.
    • Freshest Ingredients (Trait)
      • Health Regeneration granted by gathering Regeneration Globes no longer caps at 30.
  • Level 4
    • Keg Toss (W)
      • Bonus damage per Hero hit increased from 3 to 4.
      • Bonus damage maximum increased from 60 to 80.
  • Level 7
    • Purifying Brew (Trait)
      • Added functionality:
        • Spell Armor persists as long as Chen has Fortifying Brew Shields.


  • Adaptation (R)
    • Cooldown reduced from 90 to 80 seconds.

  • Level 1
    • Enduring Swarm (W)
      • Spell Armor increased from 40 to 50.
  • Level 4
    • Lurker Strain (E)
      • Slow duration increased from 2 to 3 seconds.
    • Hero Stalker (Trait)
      • Added functionality
        • Enemy Heroes hit by Dark Swarm grant 1 Essence.
  • Level 13
    • Ferocious Stalker (W)
      • Bonus damage increased from 40% to 50%.


  • Basic Attack damage increased from 105 to 109.

  • Drain Hope (W)
    • Cooldown reduced from 11 to 10 seconds.


  • Level 1
    • Ardent Restoration (Passive)
      • Healing increased from 13.75 to 15 per stack.
  • Level 4
    • Stalwart Angel (Q)
      • Armor increased from 20 to 25.
      • Armor duration reduced from 3 to 2 seconds.
  • Level 7
    • Purge Evil (E)
      • Basic Attack damage bonus increased from 35% to 45%.
  • Level 16
    • Burning Halo (Q)
      • Damage increased from 15 to 18.
      • Bonus damage after teleporting increased from 100% to 150%.
      • Bonus damage duration reduced from 3 to 2 seconds.
    • Smite the Wicked (E)
      • Cooldown recharge rate increased from 100% to 125%.
      • Cooldown recharge rate duration after teleporting reduced from 3 to 2 seconds.

Developer Comment: We’re making adjustments focused on the viability of some of Tyrael’s Talents. In particular, Sword of Justice was not picked very often, and was underperforming. We’re addressing this by taking a few Talents (Stalwart Angel, Burning Halo, and Smite the Wicked) and increasing their synergy with Sword of Justice by increasing the bonuses that Tyrael receives while El’druin is out, but reducing the bonuses for teleporting. This should enhance Sword of Justice’s playstyle, by allowing players to teleport into a fight, but still having an active El’druin’s.


  • Health increased from 2225 to 2292.
  • Health Regeneration increased from 4.6406 to 4.7750.

  • Particle Grenade (Q)
    • Damage increased from 71 to 75.
  • Graviton Surge (R)
    • Cooldown reduced from 80 to 60 seconds.

Bug Fixes
  • Fixed a pair of issues that could cause the game client to crash.

  • Johanna: Learning Holy Renewal and casting Shield Glare while using one of Johanna’s Enforcer Skins no longer causes placeholder art to appear at her feet.

Heroes, Abilities, and Talents
  • Ana: After learning Grenade Calibration, Biotic Grenade’s floating combat text now displays the correct amount of Healing received with each tick.
  • Auriel: Bestow Hope’s buff and visual effects will no longer be removed if the target enters a Stasis effect, like Zagara’s Devouring Maw.
  • Cassia: After learning Martial Law, Basic Attacks now correctly apply bonus damage against Slowed Heroes.
  • Fenix: Fixed an issue that could prevent the Rapid Recharge Talent from providing its Shield recharge effect when Healed.
  • Fenix: Plasma Cutter is now correctly interrupted by Stasis effects, like Stitches’ Gorge and Anub’arak’s Cocoon.
  • Fenix: Casting Plasma Cutter on an Invulnerable target no longer grants quest progress for the Advanced Targeting Talent.
  • Fenix: After learning Singularity Charge, the Talent description that is appended to the Weapon Mode Ability tooltip now states the correct amount of bonus range provided to Phase Bomb Basic Attacks.
  • Greymane: The Wizened Duelist Talent’s Basic Attack counter no longer continues to update after achieving maximum quest progress.
  • Leoric: Fixed an issue preventing Leoric from casting Hearthstone while in Undying form.
  • Malthael: After learning Black Harvest, quest progress indicators now correctly appear every second while a target is affected by Reaper’s Mark.
  • Medivh: Fixed an issue in which Medivh could create four Portals at once after learning Portal Mastery.
  • Medivh: Is no longer dismounted after casting Arcane Brilliance.
  • Probius: Disruption Pulse no longer gains bonus damage from the Particle Accelerator Talent when it passes through non-targetable units, like Gazlowe’s Scrap.
  • Varian: Learning Colossus Smash no longer reduces Varian’s Health Regeneration by more than the intended 10%.
  • Zeratul: Casting Void Prison on Blaze’s Bunker while players are inside no longer halts their Ability cooldowns indefinitely after Void Prison expires.

Developer Interview - Heroes Reddit Community
The team looking after the Heroes subreddit had a sitdown with developers Kaeo Milker and Matt Villers during PAX East. We've got a few highlights below:

  • Scroll of Sealing originally had players draw their own triangle shape
  • The team tries not to go too crazy with mobility
  • The Live Design team who do final hero testing are Grandmaster-level players
  • Hanamura had too many things going on at once, creating a lot of confusion
  • No current plans to introduce a "Grounded" status effect to deal with mobility, they would rather do things like Maiev's chain ability to deal with the issue
  • Only a question of priorities and time before the stats API will be made available
  • Educating the playerbase is a big challenge, a massive undertaking
  • Voice chat feedback has been positive
  • The Bunker health meme lasted until they actually had to nerf it

Developer Interview - BlizzPro
BlizzPro's Leviathan likewise had the opportunity to speak to Kaeo Milker and Matt Villers. We've gathered a few highlights:

  • Deckard originally had an Identify ability that would reveal enemies and reduce their armor
  • Horadric Cube started out as an ability that could be thrown on the ground and empowered by other abilities used on it, but this felt too limiting
  • The Gem talents retain some of that playstyle however, such as the one that creates an explosion of health potions when hitting enemies
  • The sound designers dialed it up to 11 on Deckard, focusing on invoking the Diablo nostalgia; potion sounds, papers, scrolls
  • The story of how existing universes came to be represented in the Nexus will have to wait a while longer
  • Specialists used to be the bucket for weird heroes, but lately the team has been trying to classify heroes as other roles if possible
  • They are actively re-evaluating some role classifications
  • Varian's heroic shuffle was due to the fact that he only felt like half a hero until level 10
  • Performance-based Matchmaking (PBMM) was disabled because of unrelated problems with the launch of the December 2017 ranked season but is coming back Soon(TM), the team is really excited for it to go live again
  • PBMM was running in the background for a long time as a simulation for data comparisons, with the data revealing that players would be placed in their correct ranks faster than without it
  • The team is very pleased with the reception of the PVE brawls

Heroes of the Storm Comic
Russian Heroes fansite Tavern of Heroes ran a comic strip contest recently. You can take a look at the winners right here!

by Published on 2018-04-10 09:52 PM

Update on Community Feedback
Game Director Alan Dabiri took to the official forums last night to comment on the recent controversies concerning the state of the game. We'll be seeing a blog post later this week, followed by a reddit Q&A, to shed some light on how the team is moving forward.
Originally Posted by Blizzard (Blue Tracker)
Hi guys,

We’ve been reading through a lot of the conversations that have been happening in the Heroes community about various topics like ranked play and matchmaking improvements. While we’ve been discussing some of these areas internally for some time, we definitely haven’t done a great job of communicating our thoughts and plans with you, and for that we apologize.

However, we do have thoughts that we’d like to share with you on some of these topics, and we’d like to start with a blog post we're looking to get posted in the next couple days. This blog post will focus on several of the most commonly discussed topics we've seen. We want to follow it up with a Reddit AMA on the Heroes subreddit a day or two after the blog post. That should help us dive into even more of your questions that we may not have answered in the blog.

As always, we really appreciate everyone who takes the time to share constructive feedback with us about the game. We're going to keep working on improving our communication with you guys. We’re looking forward to talking with you more this week, so keep an eye out for our blog and Reddit Q&A over the next few days.


Additionally, Dabiri took to reddit after posting this update to provide a few extra details:
Originally Posted by Blizzard Entertainment
Thanks for the update. The atmosphere on reddit regarding the state of HotS has been quite gloomy over the recent weeks. I think more communication and transparency would alleviate much of the frustration coming from the community. The AMA is also a great idea. If at all possible, could you have someone from the balance and MM/gameplay teams there for the AMA? I feel like a lot of questions will be focusing on those topics. Thanks for the update once again.
Yeah, we're going to have the various leads who will be able to speak to both balance and matchmaking concerns. I'll get like 4 or 5 of us to join the AMA. (BlizzAlan)

Hey, I know this does make it more difficult to run, but would it be possible to organise a thread where people could pre-submit questions? This is mostly relevant for non-US regions, like most Q&As in the past have happened at 4-6AM in the morning for players in Australia, and other regions will have similar difficulties.
Let me ask our community folks if we can do that. I think we may have done that in the past? (BlizzAlan)

Auriel Cosplay
Cosplayer Tiffany Gordon did an incredible Auriel cosplay recently! Click the image below to see it in action:

by Published on 2018-04-09 05:05 PM

Invenglobal Developer Interview
Invenglobal got a chance to sit down with developers Kaeo Milker and Matt Villers. We've included the highlights below:

  • Heroes did not initially have any lore due to the game originating as a Starcraft 2 map
  • The average hero is in development for 6-9 months
  • Deckard's kit was nailed down about 6 months ago, with the time between now and then spent on polishing, balancing, graphics
  • The team have more than 100 heroes they want to include in the game
  • The number of heroes currently in varying stages of development is probably around 8-10
  • New heroes are developed by a dedicated team, reworked heroes are worked on by the live-balancing team
  • They hear the community's request for a Raynor rework but can't talk about anything currently
  • Another multi-class hero will be done when it makes sense for a given hero design
  • Deckard should be capable of being solo-support
  • The team wants to get more support heroes into the game
  • Heroes with high mobility are being kept an eye on, with a focus on how frustrating they can be to play against
  • More heroes will have their gold price dropped eventually
  • Hanamura will make a comeback
  • Third bans are being explored

Free Hero Rotation
Originally Posted by Blizzard (Blue Tracker)
Free-to-Play Hero Rotation: April 10, 2018
  • Malfurion
  • Valla
  • Gazlowe
  • Johanna
  • Thrall
  • Dehaka
  • Lt. Morales
  • Gul'dan
  • Leoric
  • Hanzo
  • Chen (Slot unlocked at Player Level 5)
  • Blaze (Slot unlocked at Player Level 10)
  • Illidan (Slot unlocked at Player Level 15)
  • Valeera (Slot unlocked at Player Level 20)

Weekly Sales
Originally Posted by Blizzard (Blue Tracker)
Our next set of Heroic Deals will begin on Tuesday, April 10! Check out the list of upcoming featured items and Hero discounts below.

Upcoming Hero Sales
  • Dehaka — Sale Price: 375 gems
  • Diablo — Sale Price: 150 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
  • Savage Pack Leader Dehaka
  • Soul Iron Diablo
  • Cataclysmic Succubus Kerrigan
  • Test Model Purifier Artanis
  • Golden Roller Derby Nova
  • Amber Spectre Tracer
  • Pallid Ironclaw Rehgar
  • Dominion Maraudin' Muradin

Upcoming Featured Mounts
  • Showtime Championship Banner
  • Biohazard Road Boar

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