Hey Deathrevived,
As of the latest patch, the Call for Help nexus anomaly will cause turrets, forts, and keeps to attack you if you damage enemy Heroes under them, this also happens if you summons deal damage too!
Hey Deathrevived,
As of the latest patch, the Call for Help nexus anomaly will cause turrets, forts, and keeps to attack you if you damage enemy Heroes under them, this also happens if you summons deal damage too!
Hey Megavolt!
Would you be able to post a link to a picture of what you are seeing?
Hey there!
I’ll take a look into this now, thanks!
Hey there Closure!
Some answers and questions!
- Picking Archon at 10 still allows Black Hole upgrade at 20 to be selected.
I’m not seeing this interaction you are talking about. When I take Archon at level 10, at level 20 Black Hole’s talent is not able to be selected. Are you referring to the new Favorite Talents feature or the UI element where it adds the heart icon?
- If Diablo charges an enemy into an enemy Tassadar’s wall, the enemy hero passes through and Diablo is stopped at the wall. Both should stop at the wall and the enemy should be stunned.
This is currently known behavior. It can happen to any player created terrain.
- Executor’s Will talent has no visual indicator of when it is active. Maybe it should have crit indicators on spells?
This is great feedback, but not strictly a bug. Thanks for this, I’ll pass i...
Read moreHey Karabars!
Thanks for the report! I’ll check this out!
Hey MurlocAggroB,
Thanks for the report, I’ll check this out!
Hey everyone!
We are investigating some issues preventing players from playing games, we hope to get everything back up as soon as possible!
Growing up The Legend of Zelda 2 was one of my favorite games. My brothers and I got to the final palace multiple times on different save files (because that game for whatever reason randomly lost its save data pretty often), but we could never beat the game because we would get lost and just couldn’t find our way to the final boss.
It wasn’t until many years later that we finally found the right route and beat the game.
Generally what people already said in the thread is the most useful advice - pick heroes that have multiple forms of CC that interrupt his Dark Conversion. The idea is that you can use one of your CC’s to still engage and do your job, and save the secondary one specifically for Dark Conversion. Also you’ll have a good tell of when he wants to use it since he will always want to when he’s at low Health, so you usually have a generous window to look for it if you constantly keep it in mind.
Some heroes that are great to interrupt it:
ETC - his Q and W are fast and easily able to knock him out of his channel
Johanna - Her W and Blessed Shield can be used for an interrupt. Her trait can also be used to try to survive if he gets the ult off on her. This is a little more risky/takes more skill as her W is the main form of an interrupt so you have to pre-emptively cast it as he’s getting low.
Diablo - He has his Q and E to interrupt it quickly. He also has ...
Read moreSonya is a strong response to Xul.
A lot of her damage comes from her Abilities, so she is resistant to his W attack speed Slow compared to other Heroes.
She has an early game talent that negates his Root.
Whirlwind’s healing greatly benefits from having more targets, so his skeletons help her in teamfights.
Hey there Demongrand!
The problem here is the duration being updated on the tooltip. It is intended that the ability deal more damage. We don’t usually update tooltips when talents are taken, so I could see the confusion in the math since the duration is increasing!
I’ll take a look into that! Thanks for the report!
Hey there LiTH,
Can you do me a favor and check the Game Types drop down on the Statistics page and see what you have selected? That might be filtering your statistics without you knowing!
My worst was a 16 game loss streak in Hero League at the beginning of a new season. I think I was at a 32% win rate over ~50 games. Was rough, but over more games things evened out.
Hey everyone!
I’ll take a look into this shortly! If you wouldn’t mind forwarding a replay of this happening following the Bug Attachment Guidelines it will greatly help me find the steps to reproduce what you are seeing.
There is a chance this is a byproduct of EXTREMELY tight timing so every little bit helps!
I’m not going to give away everything, but I can answer this question.
We get raw data on basically everything that’s happening in the game across all modes based on win/pick rate, as well as things like damage dealt/taken etc.
We are able to parse through this data to look at it through many lenses. This is where raw statistics become less useful and the skill and experience of a designer come into play more so that we can draw meaningful conclusions from the data, and decide what changes we want to make based on the results.
To get a full picture of what’s going on in the game, for example, I can and do look at things like win/loss data that’s filtered by different leagues and game modes. I can also see hero pick and ban popularity with this kind of granularity, which lets me see, for example, what the meta is looking like in the Bronze - Silver range as well as the Diamond - GM range.
While incredibly useful, I want to emphasize that it’s not just th...
Read moreHey there,
I get that some of you are still reporting this issue, but I need the information I asked in my post above to help narrow down this issue. So far I’ve tried this hundreds of times internally and have not been able to reproduce this over a variety of different conditions. If you all can help me out by letting me know the answers to these questions, it might help me find out what you are seeing!
Hey Surge,
Thanks for the report I’ll take a look and see what I see!
Hey Aedoxx,
Most times, this is because you have logged into the wrong Region. Verify in Battle.net that you are launching the game in the region you usually play in.
You can also verify this in game by clicking log out in the menu, verifying the region in the box in the lower left hand corner, and re-logging in!
Let me know if this doesn’t fix your problem.
Thanks for taking the time to type this.
I think your premise makes sense. As for your solution, adding a seperate cooldown reduction mechanic on top of the increasing duration mechanic feels like a bit much in regards to the talent having too much stuff going on, I think we can just get away with just lowering the cooldown to get the same effect. We could also just add cooldown reduction to the existing mechanic, so you want to hit people to get both benefits.
I made a note to think on it. Thanks for the post!
Hey BadgerBone!
Thanks for the report on this, I’ll take a look!