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Blizz Q&A paraphrased summary of major talking points: Heroes:
- ETC
- ETC was doing too many things. He could be drafted as a general warrior, he could split push/have a global with Stage Dive, he could set up strong Wombos with Mosh Pit, and he could pair well with Basic Attackers with his trait. For someone who we thought did well in a more generalist role, we needed to pare down all the things he brought. We felt the Attack Speed was the most vestigial component, as it was moderately hidden, and wasn't so strong as to be an obvious draft implication.
- Uther
- Why no auras like paladins in WC3 and WoW?
passive auras have no play/counterplay; not interesting mechanically. Devotion Aura (dmg mitigation to allies) is something they hope to address.
- Status on Uther rework? Is he delayed because he was too strong at the 2.0 summit?
It's coming along, and will be ready for you guys soon(tm)! The version we had at the event wasn't the final version, and there's still some iteration going on!
- Medivh
- Any talent update plans?
No. He can be a dominant hero at high skill levels. They track win rates by level and Medivh has one of the steepest curves with one of the highest win rates at really high levels.
- Alarak
- Why no love for Alarak? And make double cross baseline.
We are working on Alarak. A certain "Mildly Popular" level 4 talent is making it in baseline... <WINK WINK>
- Other heroes that have no plans for reworks any time soon:
Mechanics:
- Any plans for more anti-shield mechanics?
Anti-shielding mechanics is definitely something we're discussing. We like Varian's, but want to be careful who gets them and how they're used.
- One thing we are trying to do with reworks with healers is to move more of their "power pie" (what things they are strong at) out of healing and into utility, to give them more ways to make plays and otherwise influence battles.
- we are definitely looking at ways to increase visibility into Armor, both permanent Armors and temporary Armor adjustments. We think we can do better, and are actively discussing how and when we can get it into the game!
- Thoughts on what makes a warrior a viable solo tank?
Game is always evolving so this could change, but our current line of thought, we view Tanks as needing 3 main qualities:
- Initiate
- Peel
- Self-Survivability
- Loot chest details:
There’s no biasing against duplicates. The shard/crafting system is there to handle the duplicates and is sort of self-regulating since the more items you have, the more duplicates you’d get, which opens the door to more shards allowing you to more easily craft the items you don’t have. Contents for Loot Chests are rolled at the time they are first opened. We debated this for a while, but in the end figured that allowed more flexibility for players. You’ve earned the chests and if you want to hold onto it to open in the future rather than dive into it immediately, that’s your choice.
- Info about API release schedule?
We don't have any details to talk about right now, but it's being worked on internally. We'll get info out once it's closer to launch.
- Add a Clan System?
We've very interested in implementing a Clan system and agree that it would add a lot to the social aspect of the game. No time frame to share on when it may happen as it's a pretty big undertaking, but it's on our list.
- What happens if I have a level 20 hero on live who has hundreds of games played after 20? Will I get credit for the extra xp that would have been earned after 20?
No. A Hero at the current level cap of 20 converts to level 55 with the experience curve we’re using in the beta. We may tweak things a bit over the course of our beta test, but it should end up in that range. The existing hero level cap is 20 and you don't earn XP above the cap (so it is not tracked). These changes allow new opportunities to gain levels by removing that cap.
- Voice Chat Coming?
Voice chat is something we're actively working on and a major priority for us. No details yet on when it will be completed.
- Better reconnect system?
We're currently working on improvements to the reconnect system. While I don’t have any specifics to share, we're aware that it is a major pain point and are committed to make it a smoother player experience.
- When will we be able to gift items?
Gifting is a great idea and we've heard many players ask for it. There are a few technical hurdles we have to tackle before implementing it, but it's a feature we're really interested in working on in the near future.
- Can we have the option to go back to lobby after a custom game ends?
Great suggestion. That's actually something we're not happy with as well. We've had discussions about rematch functionality internally, but we don't have any concrete plans to share at this time.
- XP in Brawls?
XP will be rewarded in Brawls in 2.0. In the case of Arenas with multiple rounds, the XP earned will be split between the Heroes you played. The score screen should be updated for launch
- Add option to set Announcer voice packs as default for all heroes in 2.0?
This is something they plan on doing.
- Do you have any plans to bring Overwatch’s Victory Poses for MVP screen, Emotes, and Taunt Animations to the Nexus as new cosmetic items?
That's a great idea! We’re definitely interested in adding victory poses and animations in many areas, but we need to do some investigation, look into technical issues, etc. but we want to introduce these features in the near future.
- Is (insert your favorite hero not in the game) coming soon?
Sorry, I can't really discuss anything that's in development.
- Can we disable emojis, sprays and banners if we want in game?
No, we are limiting one spray at a time and they last 8 seconds; banners only happen in areas that should not intrude with game play and if you mute a player it will remove all their messages including emojis from your chat log to prevent abusive spamming being a problem.
- Targeting abilities by clicking on Party Frames is a controversial topic in the community with some people saying that it's needed to get maximum value from some heroes (especially supports) and others saying that it the game would require less mechanical skill. What is your opinion on that and is it a feature that we might see in the future?
It is definitely on our radar to get to soon(tm). We're currently looking at allowing players to use target unit abilities on allies only (as we feel it's the most beneficial for Healers).
- Sounds like 2.0 is all interface and out of game focused. Any new battlegrounds, heroes, or exciting gameplay changes coming?
There's still more exciting things about Heroes 2.0 that we'll be sharing later! In fact, you can check out this nifty page to get a sneak peek at when we'll showing those things off! http://us.battle.net/heroes/en/heroes20/
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Genji is new hero as expected, new map is Hanamura payload map.
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Exactly what was expected. Why did they stop using the tracer variant on gaining ultimates for overwatch heroes?
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Heroes of the Storm 2.0 Open Beta Notes — April 17, 2017
Our latest update for the Heroes of the Storm 2.0 Open Beta brings a new Hero and Battleground, as well as a host of balance changes and bug fixes, to the Nexus!
New Hero: Genji + Show Spoiler + Once the carefree youngest scion of the Shimada clan, Genji was cut down by his own brother for refusing to take part in their illegal ventures. Grafted into a cyborg body by Overwatch, Genji walks his own path as one who fights for what’s right.
Trait
Cyber Agility (D) Activate to jump to the target area.
Basic Abilities
Shuriken (Q) Throw 3 Shuriken in a spread pattern, each damaging the first enemy it hits. Stores up to 3 charges. Shuriken’s cooldown replenishes all charges at the same time. Deflect (W) Become Protected for 1.25 seconds. Any damage blocked during this period causes Genji to throw a Kunai toward the nearest enemy, prioritizing Heroes and dealing damage. Swift Strike (E) Dash forward, dealing damage to all enemies in a line. Enemy Heroes who die within 2 seconds after being hit by Swift Strike cause the cooldown and Mana cost to be refunded.
Heroic Abilities
Dragonblade (R) Unleash the Dragonblade for 8 seconds. While active, Dragonblade can be reactivated to lunge forward and slash in a huge arc. If any enemy Heroes are killed within 2 seconds after being hit by Dragonblade, Swift Strike’s cooldown is reset. X-Strike (R) Perform 2 perpendicular slashes that deal damage and ignite after 1.25 seconds, dealing additional damage to enemies in their area of effect.
New Battleground: Hanamura + Show Spoiler + Objectives
Protected Cores Both Cores are protected by a barrier that cannot be attacked by Heroes. Payloads must be escorted across the Battleground in order to deal damage to the enemy Core. Escort Payloads The first set of Payloads spawn for each team after 2:30 into the match, and additional waves will periodically spawn throughout the rest of the game. Stand near an allied payload to escort it. The more allies who are present to escort a payload, the faster it will move. This effect caps at 3 nearby allies. Payloads that haven’t been escorted for a period of time will begin to slowly move backward. Empowered Payloads Destroying enemy Forts will cause the next allied Payload to deal additional damage when it arrives at its destination. Destroying enemy Keeps will cause Sappers to spawn with allied Minion waves, which will fire on the Core upon reaching the end of their lanes. Deal a total of 7 damage the opposing Core to claim victory!
Mercenary Camps
Three types of Mercenary Camps exist on Hanamura, and captured Mercenaries will not travel down a lane to attack enemies. Instead, captured Mercenary Camps will each award one of three consumable power-ups. Right-click a power-up to collect it, and then use the “Map Mechanic Ability” hotkey (Default: F) to activate it. Recon Camp Reward: Dragon Spirits Release 3 Dragon Spirits that seek out enemy Heroes, who are then revealed for 5 seconds. Dragon Spirits are destroyed after finding enemy Heroes or after 10 seconds. Fortification Camp Reward: Turret Place a Turret on the ground or on your team’s payload. Support Camp Reward: Healing Pulse Restore 35% Health and 23% Mana to you and your allies over 15 seconds. Mega Enforcer Defeat the Mega Enforcer found at the center of Hanamura to fire 1 shot on the opposing Core.
Art + Show Spoiler + General
Visual effects that indicate Movement Speed bonuses have received updates. Sprays have received additional polish that should help them feel more integrated with battleground environments.
Heroes, Abilities, and Talents
Tassadar: Nullification (Talent) has received updated visual effects.
Collection + Show Spoiler + Open Beta Note
As a reminder, real-money purchases have been disabled in the Open Beta, and any items unlocked via Gold, Shards, Gems, or Loot Chests will not transfer to the live version of the game when Heroes of the Storm 2.0 is released.
New Items + Show Spoiler + The items listed below have been added to the Collection, and will be available for Gem purchase for a limited time. New Skins Genji Oni Genji, Vengeful Oni Genji, Moss Oni Genji Auriel Sakura Auriel, Spring Sakura Auriel, Scarlet Sakura Auriel Zarya Cyberdemon Zarya, Indigo Cyberdemon Zarya, Cyborgdemon Zarya New Bundles and Skin Packs Genji Heroic Bundle Sakura Auriel Skin Pack Cyberdemon Zarya Skin Pack Much like new Heroes receive a Gold price reduction once they’ve been in the Nexus for a few weeks, new skins and mounts that are unlockable using Gems start at a higher than normal Shard price. These items will receive a Shard price reduction a few weeks after they are added to the game. New items that are only unlockable via Loot Chests and Forging (such as a new version of an existing Skin) will not start at a higher Shard price, or receive a Shard price reduction.
User Interface
General + Show Spoiler + Attack Move Target Point Attack Move Target Point has been added to the Gameplay Options menu. If enabled, attack move (default: A + Left-Click) concentrates on the closest enemy to the target point. If disabled, attack move concentrates on the closest enemy to your Hero.
Collection + Show Spoiler + Item borders have received updated art to make it easier to differentiate between owned and unowned items in your Collection. Heroes An “All Heroes” tab has been added to the Heroes page in your Collection. Portraits Selecting the Basic Portrait Border in your Collection will now display your current Player Level on loading screens, in the party panel, and the player’s profile. All Player Level Progression Badge and Portrait Borders have received updated art.
Heroes Brawl + Show Spoiler + Completing matches in Heroes Brawl will now award Hero XP. In cases where multiple Heroes are used during the same Heroes Brawl, the total XP earned will be divided evenly among them. Completing the weekly Heroes Brawl quest will now award a Loot Chest, rather than a Portrait and Gold.
In-Game U.I. + Show Spoiler + The in-game Chat box has been slightly lowered to provide more visibility in the center of the screen.
Mastery Taunts + Show Spoiler + Issuing an in-game Taunt using a Hero who has reached level 15 or higher will now display unique “mastery” visual effects. The Hero will also play its taunt animation and voiceover. Issue an in-game Taunt using the radial emote menu (default: X), by pressing the Taunt hotkey (default: J), or by typing “/Taunt” into chat. Additional Hero Mastery Taunts will be added to the game in future patches, unlocking at levels 25, 50, 75, and 100. Read our recent blog on Mastery Taunts for more information.
Loot Chests + Show Spoiler + Upon re-rolling a Loot Chest that contains a Rare, Epic, or Legendary item, a warning dialog will now appear that asks the player to confirm whether or not they’d like to re-roll the chest. Previously, this warning would only appear when re-rolling chests that contained Legendary Items. This will not occur for chests that only contain common items.
Score Screen + Show Spoiler + Lightning bolt visual effects will now display when leveling-up on the post-game Summary screen.
Cassia + Show Spoiler +Abilities - Fend (E)
Cooldown decreased from 10 to 8 seconds Mana cost reduced from 50 to 40
- Ball Lightning (R)
Mana cost increased from 40 to 60 - Valkyrie (R)
Cooldown decreased from 90 to 60 seconds Mana cost reduced from 70 to 60
Talents Level 1 - True Sight (W)
Quest requirement reduced from 80 to 60 hits Passive damage bonus against Blind targets increased from 10% to 15%
Level 7 - Impale (E)
Health required to trigger bonus damage increased from 40% to 50%
- War Traveler (Trait)
Movement Speed bonus increased from 3% to 4% per stack
- Surge of Light (Trait)
Damage dealt on activation reduced from 250 to 225
Level 20 - Infinite Lightning (R)
Cooldown reduction reduced from 4 to 3 seconds per bounce
Greymane + Show Spoiler +Abilities - Inner Beast (W)
Cooldown increased from 16 to 20 seconds Every Basic Attack while Inner Beast is active now reduces its cooldown by 0.5 seconds
- Cursed Bullet (R)
Damage increased from 35% to 40% of the enemy’s current Health
Talents Level 1 - Wolfheart (W)
Now increases the cooldown reduction per Basic Attack from 0.5 to 1 second while Inner Beast is active
Level 4 - Insatiable (W)
No longer has a restriction on the amount of Mana that can be restored
Nazeebo + Show Spoiler +Abilities - Plague of Toads (E)
Damage increased from 126 to 140 over 6 seconds
- Gargantuan (R)
Basic Attack damage reduced from 175.5 to 150 Health reduced from 2500 to 2300
Talents Level 13 - Superstition (Passive)
Spell Armor reduced from 50 to 40
Level 20 - Humongoid (R)
Cooldown reduced from 45 to 40 seconds
- Vile Infection (Trait)
Voodoo Ritual stacks required increased from 150 to 175
Probius + Show Spoiler +Abilities - Photon Cannon (E)
Can now be self-cast
Auriel + Show Spoiler +Abilities - Sacred Sweep (Q)
Damage increased from 75 to 80 Center damage increased from 150 to 160
- Detainment Strike (E)
Damage increased from 100 to 115 Terrain collision damage increased from 100 to 115
- Resurrect (R)
New Functionality Increased cooldown from 70 to 120 seconds Reduced channel time from 3 to 0.5 seconds Added a 5 second delay between finishing the cast and the Hero coming back to life
Talents Level 1 - Increase Clarity (Q)
Damage bonus for completing the quest increased from 120 to 150
- Righteous Assault (Q)
Cooldown reduction increased from 2 to 3 seconds per Hero hit No longer has a cap
Level 4 - Repeated Offense (E)
Quest reward damage bonus increased from 200 to 250
Level 7 - Glimmer of Hope (Trait)
Energy cost reduction increased from 50% to 75%
- Empathic Link (Trait)
Energy stored for damage taken by Bestow Hope’s target increased from 20% to 25%
Level 13 - Blinding Flash (Q)
Blind duration reduced from 3 to 2.25 seconds
- Piercing Lash (E)
Now also reduces the cooldown by 2 seconds for each enemy Hero hit
Level 20 - Shield of Hope (Active)
Cooldown increased from 45 to 60 seconds
- Light Speed (R)
New Functionality Removed the increased Health upon reviving Now causes the cooldown of Resurrect to recharge 100% faster while previous target is alive
Brightwing + Show Spoiler +Abilities - Soothing Mist (Trait)
Now displays a range ring around Brightwing that conveys the radius of her heal. This is only visible to Brightwing.
Li Li + Show Spoiler +Abilities - Blinding Wind (E)
Cooldown decreased from 10 to 8 seconds Mana cost reduced from 40 to 30 Damage increased from 132 to 140
Tassadar + Show Spoiler +Stats - Basic Attack damage increased from 10 to 12
Abilities - Plasma Shield (Q)
Duration decreased from 5 to 4 seconds Shield amount decreased from 550 to 475
- Force Wall (R)
Cooldown reduced from 10 to 8 seconds Mana cost reduced from 30 to 25
Talents Level 1 - Khaydarin Resonance (Passive)
New functionality: Quest: Regeneration Globes grant 50% more Mana to Tassadar Reward: After collecting 15 Globes, increase the Shield amount of Plasma Shield by 15% Reward: After collecting 30 Globes, increase the Shield amount by an additional 15%
Level 4 - Khala’s Celerity (Q)
Movement Speed bonus reduced from 25 to 20% Movement Speed bonus duration reduced from 5 to 4 seconds
- Khala’s Embrace (Q)
Life steal increased from 50% to 60%
Level 20 - Twilight Archon (R)
Updated functionality: Basic Attacks while in Archon form increase Archon’s duration by 2 seconds
Uther + Show Spoiler +Stats - Removed passive Armor
- Base maximum Health increased from 2054 to 2156
- Health Regeneration increased from 4.28 to 4.49
Abilities - Holy Light (Q)
Healing amount reduced from 427 to 380 Now also heals Uther for 190 if cast on an ally
- Holy Radiance (W)
Healing amount reduced from 219 to 160 (now matches damage) Mana cost reduced from 65 to 60
- Eternal Devotion (Trait)
Added Functionality: When Uther heals anyone with a Basic Ability, they gain 25 Armor for 2 seconds. This effect does not stack with itself.
Talents Level 1 - Conjurer’s Pursuit (Passive)
Removed
- Wave of Light (W)
No longer has a cap on the Mana return and Cooldown Reduction amounts Now grants the benefits when enemy Heroes are damaged Increased the amount of Mana returned from 8 to 10 Added a quest component: !Quest: Heal or damage 60 Heroes with Holy Radiance !Reward: Increase the duration of Eternal Devotion’s Armor effect to 3 seconds
- Hammer of the Lightbringer (E)
New functionality: Uther’s Basic Attacks restore 1.5% of his maximum Mana !Quest: Hit 75 enemy Heroes with Basic Attacks !Reward: Basic Attacks also reduce the cooldown of Hammer of Justice by 1 second
- Fist of Justice (E)
Removed
- (New) Silver Touch (Q)
!Quest: Reduce damage taken from Heroes using Eternal Devotion's Armor effect !Reward: After reducing 40 sources of Hero damage, reduce the Mana cost of Holy Light by 20 !Reward: After reducing 80 sources of Hero damage, reduce the Mana cost of Holy Light by an additional 20 and increase the cast range by 50%
Level 4 - Beacon of Light (Q)
Moved to level 16 New functionality: While below 50% Health, Uther receives 200% more self-healing when healing others with Holy Light
- Boundless Conviction (W)
Removed
- Protective Shield (Active)
Removed
- (New) Pursuit of Justice (E)
Casting Hammer of Justice increases Uther's Movement Speed by 20% for 3 seconds
Level 7 - Burden of Guilt (E)
Removed
- Holy Fire (Passive)
Moved to level 4 Damage reduced from 18 to 16 per second
- Cleanse (Active)
Removed
- (New) Armor of Faith (Trait)
Holy Light recharges 100% faster for 6 seconds when Uther is Stunned, Rooted, or Silenced
- (New) Guardian of Ancient Kings (Trait)
Healing a Stunned, Rooted, or Silenced Hero with a Basic Ability increases the Armor bonus of Eternal Devotion from 25 to 75
- (New) Hand of Protection (Active)
Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself. 90 second cooldown. Basic Attack reduce this cooldown by 5 seconds.
Level 13 - Blessed Champion (Q)
Healing from Basic Attacks reduced from 20% to 15% of Holy Light, but is calculated from the combined total of Holy Light’s Ally and self heal
- Holy Shock (Q)
Moved to level 4 No longer increases the value of Uther’s next Holy Light, but instead refunds 45 Mana when cast on an enemy Holy Shock still heals Uther for 200 if cast on an enemy
- Shrink Ray (Active)
Removed
- (New) Well Met (E)
Hammer of Justice also reduces enemy Hero Movement Speed by 25% and damage by 25% for 3 seconds
Level 16 - Hardened Focus (Passive)
Removed
- Righteous Defense (Q)
Removed
- Gathering Radiance (W)
Removed
- (New) Tyr's Deliverance (W)
Hitting an allied Hero with Holy Radiance increases their healing received by 40% for 6 seconds
Level 20 - (New) Divine Protection (Trait)
Eternal Devotion's Armor can now stack twice. Each new application will refresh the duration of both armor effects
Anub'arak + Show Spoiler +Abilities - Burrow Charge (E)
Hovering over this ability will now show the range indicator for distance traveled, as well as the area affected when he emerges from burrow
- Locust Swarm (R)
Damage per second reduced from 60 to 55 A range indicator will now appear to Anub’arak while Locust Swarm is active
Talents Level 7 - Subterranean Shield (E)
Shield amount reduced from 365 to 345
Level 13 - Urticating Spines (W)
Hovering over the ability button after selecting this talent will now show a range indicator
Level 16 - Epicenter (E)
Cooldown reduction decreased from 2 to 1.5 seconds per Hero hit
E.T.C. + Show Spoiler +Stats - Health increased from 2100 to 2180
- Health Regeneration increased from 4.375 to 4.543
Talents Level 1 - Guitar Hero (E)
Healing increased from 40% to 50% of damage dealt by Basic Attacks
Level 4 - Speed Metal (Passive)
Movement Speed increased from 10% to 15%
Level 7 - Pinball Wizard (W)
Damage increased from 200% to 300%
- Hammer-On (Passive)
Damage increased from 30% to 35%
Stitches + Show Spoiler +Stats - Health increased from 2900 to 3000
- Health Regeneration increased from 6.043 to 6.25
Abilities - Slam (W)
Damage increased from 96 to 104
Zarya + Show Spoiler +Abilities - Energy (Trait)
Rate of decay increased from 2.5 to 3 per second
- Graviton Surge (R)
Cooldown reduced from 100 to 80 seconds
Talents Level 1 - Demolitions Expert (Q)
Cooldown reduction decreased from 0.5 to 0.4375 seconds per 5 Heroes hit, up to 3.5 seconds
- Together We Are Strong (E)
Damage needed per point of Energy gained reduced from 9 to 6
- Maximum Charge (Trait)
Energy gained from Regeneration Globes increased from 15 to 20
Level 4 Give Me Twenty (E) - Cooldown reduction granted upon completing the quest decreased from 3 to 2 seconds
- Speed Barrier (E)
Movement Speed bonus increased from 35% to 50%
Level 16 - Cleansing Shield (E)
Cooldown reduction increased from 2 to 3 seconds
- Plasma Shock (Q)
Slow duration increased from 1.5 to 2 seconds
Level 20 - Gravity Kills (R)
Damage increased from 140 to 175 over the duration
- Clear Out (R)
Bonus maximum Energy increased from 10 to 15 per Hero hit
Bug Fixes
General + Show Spoiler + Mac: Launching Heroes of the Storm using the Mac 10.12 OS will no longer adjust the player’s mouse acceleration setting.
Battlegrounds + Show Spoiler + Battlefield of Eternity: Fixed a rare issue in which an Immortal could be awarded to the wrong team if both Immortals were killed at nearly the same time. Haunted Mines: The terrain surrounding Sapper Merc Camps will now correctly block vision of the camp. Haunted Mines: Leoric will no longer fail to respawn properly after being killed via damage dealt by a nearby spawning Grave Golem. Tomb of the Spider Queen: Webweavers will no longer become distracted by Summoned units. Try Mode: The Complete Quests button will now correctly set Zul’jin’s You Want Axe quest to 120 attacks, rather than 500. Try Mode: The Reset Talents button will now correctly remove bonus Hungering Arrow strikes earned by previously completing the Puncturing Arrow quest. Try Mode: Tassadar’s Oracle cooldown will now be correctly reduced by 15 seconds when completing the Mental Acuity quest via the Complete Quests button.
Art + Show Spoiler + Cyber Ram: Fixed an issue in which the Cyber Ram’s hind legs appeared slanted. Gazlowe: Restored missing visual effects during Gazlowe’s transformation into Robo-Goblin form. Greymane: Restored missing visual effects during Go for the Throat. Rexxar: Misha, Focus! now uses the same Ability icon in-game as it does on Rexxar’s detail page in the Collection. Valla: Strafe visual effects will no longer continue to play after the Ability expires. Varian: Will no longer appear scaled-down on the Ranked Play screen. Xul: Will no longer appear offset on the Ranked Play screen.
Heroes, Abilities, and Talents + Show Spoiler + Quest Talents: Fixed a bug that caused quest talents that track every second to ping continuously. They will now only ping every 5 seconds as intended. Regeneration Globes: Will now play an animation upon expiration rather than suddenly disappearing. Spell Shield: Toggling Spell Shield will no longer cancel an active Hearthstone channel. Abathur: Heroes can no longer push a player-controlled Monstrosity by walking into it. Auriel: Detainment Strike will now correctly stun enemies who collide with corners of terrain. Auriel: Fixed an issue that could cause Resurrect’s revive message to appear on the MVP screen. Chen: Freshest Ingredients will no longer grant 3 Health Regeneration stacks for Regeneration Globes collected during Storm, Earth Fire. Diablo: Fixed an issue preventing Diablo from using Basic Attacks against his Overpower target if Overpower was interrupted by Zeratul’s Void Prison. Cho: Twilight Hammer will now deal damage to Murky’s Pufferfish. Gall: Fixed an issue that could cause Gall to use his base skin on the MVP screen despite using an alternate skin during the match. Gazlowe: Can now correctly issue commands to active Rock-It! Turrets while dead. Illidan: Fixed an issue that could cause Illidan to respawn at his death location if he cast Sweeping Strikes in the same moment that he was killed. Murky: Can no longer call down a Nuke during Safety Bubble on Warhead Junction. Nazeebo: Corpse Spiders will no longer prioritize Kharazim’s Air Ally or Lúcio’s Boombox over enemy Heroes. Probius: Pylons and Photon Cannons will no longer be affected by Power Overflowing when Probius is not inside a Pylon’s Power Field. Samuro: Way of Illusion will no longer continue to generate quest progress icons after its quest is complete. Tassadar: Prismatic Link will no longer cause Basic Attacks to continue to hit the tertiary target if the primary and secondary targets move out of range of one another. The Butcher: Victuals will no longer stop functioning after completing Fresh Meat’s quest. The Butcher: Butcher’s Brand visual effects will no longer persist on a Punisher until it is killed. The Butcher: Will now properly receive Healing for Basic Attack damage dealt to a Punisher affected by Butcher’s Brand. The Lost Vikings: Fixed an issue causing Olaf to begin attacking the nearest enemy after using Charge, rather than the intended target. Tracer: After using Blink, Tracer will now correctly continue to walk in the direction she was originally moving prior to the cast. Tyrael: Fixed an issue that could cause Archangel’s Wrath to immediately explode on death, and prevent Tyrael from respawning. Varian: After learning Second Wind, Varian will now correctly earn bonus Healing for bonus damage dealt by Shattering Throw against a Shielded target. Zagara: Damage dealt by Hunter Killer and Roach summons will no longer be reduced by Armor. Zeratul: A revealed icon will no longer appear above enemies hit by Rending Cleave. Zul’jin: Taz'dingo! Will now correctly prevent Zul’jin from dying when cast at the same moment that he would have taken fatal damage.
Sound + Show Spoiler + E.T.C.: Enemies affected by a Mosh Pit that was cast from inside of a bush or vent will now correctly hear the Ability’s sound effects.
User Interface + Show Spoiler + Hotkeys: Control group hotkeys in the default Standard for Lefties profile now correctly mirror the Standard profile, with the first slot bound to the 7 key. Heroes Brawl: Brawls that only require completion of 2 matches will no longer state that 3 matches are needed in order to earn rewards. Kill Feed: The Kill Feed will no longer display blank portraits for Heroes who are killed by an Immortal while the Immortals are dueling on Battlefield of Eternity.
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The new skins for Zarya and Auriel are so good. I hope they're bundled, that's an instant buy from me.
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Really interested to see new Uther in action.
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LOL did they buff Tassadar
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On April 18 2017 00:27 h41fgod wrote: Exactly what was expected. Why did they stop using the tracer variant on gaining ultimates for overwatch heroes?
To hard to balance probably, especially with Zarya. Clip mechanic is also Tracer only, and Mana added with Lucio T.T. Missed opportunity Imo, but I wouldn't see a way past minion ult farming either. Which can cause alot of issues.
Should have done a duo release of Hanzo/Genji . And given one for free, while locking the other for 3 weeks for each player. That probably just sounds good in my head.
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Bearded Elder29875 Posts
So basically we have a Payload map in HOTS? That's pretty nice, looking forward to playing it.
BTW, when is 2.0 coming live?
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I expect more of this from the supports, they are so few in number it makes sense that Blizzard is really trying to make every support really good. They already buffed Malfurion to OP then kind of dialed him back a bit, now it's Uther's turn.
..And then can it be Lili's turn? please?
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Li Li, she was already capable of big DPS numbers before the buff to blind. With no skill shots at all, hopefully she is never the top tier 1 support though.
There is going to be a big Launch Day event at 11 AM PST on the 25th on twitch.
- Overview of everything in 2.0
- Interviews with the devs
- exhibition matches with Fnatic vs Dignitas on Hanamura 5 game series with $1,000 prize per win casted by Dreadnought and Khaldor
- New cinematic and next hero reveal
- Nexus Challenge 2.0 details and rewards
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Sorry, I can't really discuss anything that's in development
Everything he discussed is about what's in development :p
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Free HOTS hero Megabundles at the launch of 2.0 will give players 20 free heroes in Assassin, Flex, Support and specialist or tank & bruiser packs which is especially great for new players, but nice bonus for everyone missing some heroes.
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On April 21 2017 02:46 karazax wrote:Free HOTS hero Megabundles at the launch of 2.0 will give players 20 free heroes in Assassin, Flex, Support and specialist or tank & bruiser packs which is especially great for new players, but nice bonus for everyone missing some heroes.
free heroes for new players is a great thing. I think they should have named them a bit more generically--- aside from the assassin bundle, it's hard to say why all the heroes in each bundle were put together.
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Wow, they are just giving away everything with the Mega bundles. Honestly though this really will make me try to get some of my friends to play.
Being able to pick up 20 new heroes for free off the bat is a crazy good deal. Then assuming you play that's (20 * 500) 10,000 for gold you can easily earn.
Can get 4 new heroes with 2 of the bundles either the Assassin or Tank bundle. Alarak with both.
Greymane vs Ragnaros Valeera Samauro Zul'Gin Varian
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