Heroes of the Storm RSS Feed

by Published on 2018-02-22 08:54 AM

Originally Posted by Blizzard Entertainment

We’ve just released a patch to the live servers in order to implement Voice Communication, as well as apply some balance updates and bug fixes.

Voice Communication
  • Voice Communication has been added to Heroes of the Storm! Read the Voice Communication blog for more information about how to use it in-game.




  • Health reduced from 2236 to 2150
  • Health Regeneration reduced from 4.66 to 4.48

  • Vault of the Wardens (Trait)
    • Cooldown increased from 8 to 9 seconds
  • Fan of Knives (Q)
    • Damage reduced from 170 to 162

  • Level 16
    • Armored Assault (Passive)
      • Damage bonus reduced from 25% to 20%
    • Vengeful Knives (E)
      • Bonus damage per Hero hit increased from 1% to 1.2%

Developer Comment: The changes we released on January 9 helped bring Maiev’s win-rate down to mortal levels, but she was still a bit too powerful, overall. Today’s changes are aimed at slightly lowering both her survivability and burst damage throughput. Our data is showing the majority of her Talents are in healthy spots, but we will keep an eye on them as players start adapting to certain playstyles.


  • Soul Rip (Q)
    • Mana cost increased from 20 to 25
    • Healing reduced from 36 to 25 per target hit
    • Healing from Heroic targets increased from 3% to 4% of the Hero’s maximum Health
  • Tormented Souls (R)
    • Cooldown reduced from 100 to 80 seconds

  • Level 4
    • Die Alone (Q)
      • Damage bonus reduced from 75% to 50%
  • Level 16
    • Soul Collector (Q)
      • Bonus range reduced from 50% to 25%

Developer Comment: Malthael was designed to be powerful in the solo lane, but his dominance in the game’s early laning phase was unrivaled. We’re reducing this by making him heal less when Soul Ripping Minions, but increasing his Hero-only healing so that he can still keep himself alive in late-game team fights. We’re also reducing the power of Die Alone and increasing his Mana tension to taper some of his early game power. By increasing Soul Rip’s Mana usage, we’re also reducing some of the power Malthael had when double-soaking lanes (especially when combined with On a Pale Horse), as he tends to use Soul Rip twice as often when doing so. The overall goal is to reduce the power of a few particularly dominating builds, while making sure that he still feels powerful past the early game.


  • Chain Lightning (Q)
    • Bounce range increased by 20%


  • Cleave (Q)
    • Damage increased from 200 to 212
  • Singularity Spike (W)
    • Damage increased from 228 to 240
  • Void Prison (R)
    • Mana cost reduced from 100 to 80
  • Might of the Nerazim (R)
    • Basic Attack damage bonus reduced from 40% to 30%

Developer Comment: These tuning changes are meant to redistribute Zeratul’s damage while also giving him a slight buff. Zeratul should now be a bit stronger during the earlier portions of the game if he takes Might of the Nerazim, but should have less opportunity cost if he chooses to take Void Prison, instead.



  • Health increased from 1900 to 2000
  • Health Regeneration increased 3.957 to 4.168
  • Basic Attack damage increased from 104 to 110
  • Raise Skeleton (Trait)
    • Skeletal Warrior Health reduced from 240 to 225
    • Skeletal Warrior damage reduced from 23 to 21
  • Bone Prison (E)
    • Cooldown reduced from 12 to 10 seconds
    • Mana cost reduced from 80 to 70

  • Level 7
    • Trag’Oul’s Essence (Trait)
      • Mana restoration per Skeletal Warrior attack reduced from 0.5% to 0.2% of Xul’s maximum Mana

Developer Comment: We like that Xul is a strong pushing Hero who has an identity as a great duo-lane soaker, but believe that his identity has been pushed too far into this role, and we would like to see him have more presence in team fights. We’re making adjustments to push him in this direction by buffing his base stats and toning down his split-push potential.



  • Light of Elune (Q)
    • Cooldown reduced from 12 to 11 seconds



  • Basic Attack damage reduced from 88 to 84
  • Level 7
    • Poisoned Spear (Q)
      • Damage reduced from 125% to 100% of Ancient Spear’s damage.
  • Level 16
    • Nerves of Steel (Active)
      • Duration reduced from 5 to 3 seconds
      • Shield amount reduced from 30% to 25% of Maximum Health
      • Cooldown reduced from 70 to 60 seconds

Developer Comment: We originally applied these adjustments in a patch on January 24, but Sonya was so eager to get back into battle that she forgot to take them with her. We're giving these changes back to the Barbarian, and have (politely) asked her to remember to bring them along the next time she leaps into the fray.

Bug Fixes
Heroes, Abilities, and Talents
  • Diablo: Lightning Breath sound effects will no longer stop playing before the Ability is finished channeling.
  • Junkrat: Heroes killed by Concussion Mine will no longer respawn at their death location and then slide across the Battleground.
  • Junkrat: Issuing movement commands during Rocket Ride will no longer cause Junkrat to become separated from his Mount.
  • Junkrat: Movement commands that the player did not issue will no longer appear on the terrain in front of RIP-Tire’s model.
  • Junkrat: Targeting unpathable terrain with Rocket Ride will no longer cause Total Mayhem Grenades to visually persist on the Battleground.
  • Junkrat: Concussion Mine can no longer displace Leoric from Wraith Walk’s starting location if the Mine is detonated in the same moment that Wraith Walk ends.
  • Li Li: After learning the Lighting Serpent Talent, Cloud Serpent attacks that are bouncing to additional targets when the Ability expires will now correctly deal damage.
  • Lt. Morales: The tooltip for the Healing Beam icon next to Lt. Morales’ in-game portrait will now correctly display the Ability’s cooldown duration.
  • Malfurion: An ally who is affected by multiple Regrowths will now be correctly healed by Moonfire and have Stuns, Roots, and Slows removed by Nature’s Cure.
  • Movement Abilities: Certain movement-based Abilities, like Greymane’s Dark Flight or Chen’s Flying Kick, will no longer fail to move the Hero toward a target currently affected by Varian’s Taunt or Garrosh’s Warlord’s Challenge.
  • Sgt. Hammer: Can now correctly deploy Biotic Emitters on Volskaya Foundry while in Siege Mode.
  • The Butcher: Fixed an issue that prevented The Butcher from collecting Meat while piloting the Triglav Protector, Dragon Knight, or Garden Terror.
by Published on 2018-02-21 08:56 AM

Originally Posted by Blizzard Entertainment

We’re excited to announce that voice communication is now available in Heroes of the Storm! Whether you find yourself in a draft lobby, partied with a friend or two, or with your whole squad in Team League, voice communication will free your hands from the shackles of typing and make it easier than ever to coordinate with your teammates. Before you head in-game to try it out, take a moment to learn how voice channels work in Heroes and get to know the various settings you can adjust to make voice communication your own.

Team and Party Voice

We’ve added voice channels to Heroes of the Storm to accommodate both party voice and team voice. If you’re in a party, you’ll automatically be added to your party’s voice channel, and only party members will hear what you have to say. The opposite is also true: if you’re in a partial party and using the party voice channel, you’ll be unable to speak to or hear allies outside your party unless you switch to the team voice channel.

By default, all players must opt-in to join the team voice channel at the start of a game or upon entering a draft lobby. A notification will appear in chat to remind you that team voice is available, and you can click it to easily join the channel. Keep in mind that voice channels—even party voice—are completely optional. You can use the new voice chat tab in the options menu to adjust auto-join settings and notification sounds to your heart’s content.

Voice Settings

(click to view larger image)

Digging a bit further into voice settings, you can click the dropdown menus at the top to pick which device you’ll use to hear your allies’ voices, and set up the microphone you’d like to use for your own. You can click the Test button to hear how you’ll sound to your teammates in-game. However, even if you don’t have a microphone, you can still join party and team voice channels to listen-in as your allies make plans and shotcall.

As mentioned previously, the checkboxes under Auto-Join Voice and Notification Sounds on the left side of the voice chat options menu can be used to select which voice channels you’d like to join automatically during each game, as well as to enable or disable any voice notification sounds.

Click the Transmission Mode dropdown to decide whether you’d like to set your microphone to Push-to-Talk or Open Mic. When using push-to-talk, your allies will only hear you while you’re holding down your push-to-talk hotkey (the ` key by default). With open mic, they’ll hear everything you have to say. If you do opt for an open mic, you can adjust the sensitivity slider to stop your microphone from transmitting sound under a certain volume. Finally, run a quick test to make sure your mic is sounding good and your sensitivity is set correctly—broadcasting noise is a surefire way to get muted by your teammates!

In addition to push-to-talk, you can set up hotkeys to quickly switch between party and team voice channels, or to turn your microphone on and off.*

In-Game Voice

Outside of the voice chat options menu, you’ll see a voice widget appear in the top-left corner of most game menus. Clicking this widget will allow you to quickly join, switch, or leave a voice channel. Once you enter a game, you’ll find this widget on the tab screen.
You’ll also find microphone and speaker icons across from player names on the tab screen, which you can click to mute or unmute allies individually.

We’ve also added a new reporting option called Abusive Voice that you can use to report players specifically for misbehavior over voice. Additionally, we’ve implemented a voice silence penalty that’s separate from chat silence penalties. This means that players who are frequently reported for Abusive Voice can receive a voice silence, which will prevent them from speaking in team voice for the duration of that penalty. They can, however, still join the team voice channel to listen to allied comms, and can still join and use the party voice channel normally.

We hope the addition of voice in Heroes of the Storm will help you and your allies communicate more effectively on the road to your next string of victories, and perhaps make a new friend or two along the way.

Until next time, we’ll see you in the Nexus!

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