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12 Februar Hotfixevi, Patch 6.1 PTR - Build 19622, 6.1 Dungeon Questovi, Blue Teme

Patch 6.0.3 Hotfixevi - 12 Februar
Originally Posted by Blizzard (Source)
  • Death Knight
    • Armor Sets
      • Tier-17 2-piece bonus for Unholy Death Knights in addition to its current effect also causes Dark Transformation to apply an additional 40% damage bonus to the ghoul, increasing total pet damage by roughly 20%.

Raids, Dungeons, and Scenarios
  • Blackrock Foundry
    • The Blast Furnace
      • Reduced the health of Primal Elementalists on Mythic difficulty.
      • Primal Elementalists are now immune to knockback effects.
      • Fixed an issue in Phase 2 where Slag Pools may fail to heat up Heart of the Mountain.
      • Fixed an issue where if the encounter is reset at the beginning of Phase 2, then Phase 2 adds would incorrectly spawn in during Phase 1 on the next attempt.
    • Kromog
      • Kromog’s Stone Pillars now persist for 60 seconds or if they are hit by Rippling Smash, whichever comes first.
      • Kromog’s enrage timer is now at 9 minutes (up from 8 minutes) across all difficulties.
    • Beastlord Darmac
      • Dreadwing's Inferno Breath and Spirit of the Rylak's Superheated Shrapnel no longer deals damage to player pets or guardians.
      • Fixed an issue in Stage Two where Beastlord Darmac may sometimes be unaffected by Cruelfang's Savage Howl.
    • Operator Thogar
      • Train schedules after the 7.5 minute mark have been adjusted to be less difficult on Normal and Heroic difficulty.
      • [Requires a realm restart.] Fixed an issue that could cause reinforcements from trains to appear to be standing still while still moving around.
    • Iron Maidens
      • Fixed an issue that could cause Enforcer Sorka to become stuck in the railing after using her Blade Dash ability.
      • Fixed an issue that could cause the Iron Maidens encounter to reset prematurely.
      • Fixed an issue where Iron Maidens were incorrectly only dropping Normal difficulty quest items for Sigil of the Black Hand on all difficulties.

Battlegrounds and Arenas
  • Arathi Basin: Completion criteria for the Resilient Victory achievement should now be tracking correctly and be obtainable.
  • Eye of the Storm (Rated): Fixed an issue where defending a capture point at Mage Tower and Blood Elf Tower displays the wrong tower in the chat window.

Patch 6.1 PTR - Build 19622
Mali build postavljen je na PTR servere večeras, za sitnim izmenama. Ovaj build markovan je kao Release build, što nam govori da je Patch 6.1 sve više bliži da završi na live serverima.

Strings Izmene
Originally Posted by MMO-Champion

Garrison Mission Izmene
Originally Posted by MMO-Champion


Patch 6.1 - Dungeon Questovi
Originally Posted by Blizzard (Source)
But now, since I've out geared them...why should I bother returning? All that hard work put into dungeons by Blizzard and I only have enough incentive to run them for 1-2 weeks before never returning to them for the rest of the expansion.
6.1 introduces new daily quests that set you on a number of different types of tasks. You're provided a random task type each day, and within that type a quest is chosen out of a bucket of possible quests. One of the task types is to complete a specific dungeon, and you'll receive a bag with gear up to (I believe) 655 ilvl. Say you get the dungeon daily, and so do I, we'll both have the same quest for that day to go (for example) go do Everbloom. Whereas our friends may get tasks of the other quest types (bounty kills, treasure hunts, raids, professions, etc). So you can visit each others Garrisons to pick up the quests you want to do that day. You can do all of them by coordinating who has what quest types available, or just do the one that's in your Garrison for that day.

Blue Teme
Originally Posted by Blizzard Entertainment
Itemization and Stats
Their original reason for removing Reforging was the fact that everyone was using it solely to maintain Hit and Expertise cap. with those two stats gone, I legitimately see no reason why Reforging cannot be brought back and used in the way it was originally designed for.

That was one part, but the bigger part was that it doesn't actually improve the game experience. There are still soft caps for some stats, but ultimately Reforging just didn't provide any engaging gameplay to get an item and then reforge it to whatever your best stat is based on a sim or recommendation from a website. That's not creating engaging gameplay. If the desire for Reforging is based on "I'd like to make my items better by picking the stats I want more." the simpler answer there, and the one that does create engaging gameplay and interaction with the game world and other players, is "Get better items."

my haste was still higher, and I was stuck with a crappy haste buff from food. I finally managed to fix that last week with a nice trinket drop that was loaded with mastery.

The moral of my story is two-fold: a) the food buff system needs to be revisited, so that people don't have to remove gear to get the buff they want (or not get it even if they do, as the case may be); and b) reforging needs to make its return, so that people don't get sad when they get new gear.

Why weren't you making/buying food with the specific buff you wanted? You don't have to eat feasts.

Anyway, there have been other sources of items than purely through drops, and other gearing sources are probably what you would have wanted to look at. But that all coalesces a bit back towards focused boss drops with the release of Foundry, which has larger drop tables and thus more items with a wider variety of stat focuses. (Source)

Premade Groups
That's not fair i figure cause i pay monthly like everyone else I should be entitled to get into open raids without being denied by some one who probably doesn't know the fights as well as I do anyhow.
Well, to flip it around: "It's not fair I'm forced to invite people to my group I don't want to."

Everyone pays the same and plays the same game, and everyone is capable of doing the same activities. I wouldn't put too much brain power into trying to figure out why other people are the way they are (unless you're getting paid for it. ;D). Instead I would make your options work for you, like finding a guild that's running Normal on a flexible schedule you can attend regularly, creating a group with friends and building a group that way, or just starting your own Normal group through the Premade Groups finder and inviting the people you want to invite.

That last one is kind of the kicker. If you were to run your own group, would you invite yourself? Why or why not? What could you do to make yourself more appealing as a player to yourself as a group leader? Maybe it's better gear, but maybe it's also including a note about your experience/skill. Or whispering the leader. Or maybe it's just finding a group that isn't full on DPS? And then, if you were to make your own group, if you were very open about inviting people regardless of class/spec/gear/skill/experience, and you repeatedly wiped on the run, how might that influence your future decisions? What if you only picked people with high ilvl and you succeeded, how might that impact your future decisions? (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Character / Items
Speaking of the coin, can we coin the mount from Rukhmar?
The mount from Rukhmar cannot be obtained through a bonus roll, only through a direct loot of the corpse. (WarcraftDevs)

For the New Garrison Visitors in 6.1, do they only spawn in Level 3 Town Halls? Currently it seems that way on PTR @WarcraftDevs
Correct, new visitors will only show up in Garrisons that have been upgraded to level 3. (WarcraftDevs)

.Any chance we will soon be able to use our cooking skill with the fires places in the Garrison Inns? Seems odd that we can't.
Yes, this is fixed In 6.1; you'll be able to use them for cooking in the T2 & T3 Horde/Alliance Inns, and Alliance Town Hall. (WarcraftDevs)

Developer Insights: The Lost Vikings

Trikslyr je seo i razgovarao sa Game Dizajnerom, John Hodgson o novom Heroju koju je učap u Nexusu, Lost Vikings.
Originally Posted by Blizzard (Source)

Trikslyr: Heroes of the Storm is all about creating an environment in which Blizzard's characters from a variety of games battle it out. The Lost Vikings was a puzzle platformer we released back in 1992, and gave many players their first Blizzard experience. How did the design team tackle the concept of bringing these Vikings from a very different type of game to Heroes? What was important to carry over from the original series?

John: Whenever we bring a new Hero into the Nexus, we try and identify what made those characters so memorable in the first place, then somehow incorporate those identifying features into the game. This is true for all characters, from Valla to Chen, to The Lost Vikings— it's just that in the Vikings' case, the time between then and now has been much longer than it was for other characters.

We asked ourselves what made The Lost Vikings a unique, fun experience. The answer was that it was a game that required players to solve puzzles by swapping between three avatars in the game— a unique hook for a puzzle-platformer game at the time. That was the concept we ran with for The Lost Vikings in Heroes of the Storm: three individual Heroes that the player could control. Once we nailed down this core concept, we built the Vikings around it.

We tried to include as much of the original Vikings as we could into the game as long as it made mechanical sense for Heroes of the Storm, so we retained things like the different Viking movement speeds and Erik head-butting enemies (through a Talent). However, we had to break from the original in some respects, too. For example, in The Lost Vikings, only Baleog could attack, but we felt that all the Vikings should be able to attack in Heroes of the Storm.

TrikSlyr: Can you give us a brief introduction of the mechanics the Vikings will be introducing to Heroes of the Storm? What makes them different and what should players expect?

John: Unlike all of our other current Heroes, the Vikings are three Heroes in one! Playing The Lost Vikings is a challenge in micromanagement, as if you were controlling a set of units in StarCraft, moving and attacking with them as a group or individually.

Each Viking has different attributes from the others. Erik the Swift moves faster and attacks from a longer range than the others, but has the smallest health pool. Baleog the Fierce has an average health pool and movement speed, but boasts a powerful ranged attack that deals splash damage. Finally, Olaf the Stout has the most health and can charge to enemies, slowing them for a short time, but otherwise has a slower movement speed. Certain Talents can benefit a Viking individually, while other Talents benefit them all. Each Viking has their own death timer, and each interacts with map mechanics individually.

The ability to control each Viking individually means that players should expect a unique challenge when playing The Lost Vikings. In my experience, they create a frantic, exciting, high-speed game experience not unlike StarCraft II. By the time you read this, talented players may take the Vikings to the next level—we're excited to see how players react to them!

Trikslyr:The Lost Vikings do not start with any additional abilities on their Q, W, or E. In fact, the Vikings can choose talents to unlock abilities as the match progresses. Why did you decide to allow players to unlock abilities?

John: Early in development, the Vikings originally had abilities by default; in fact, each Viking had different abilities! But it was very difficult for us to get a handle on how they should play when so much of a player's effectiveness was wrapped up in how you used the abilities. We felt that we should focus on what makes the Vikings unique and make that as fun as possible. Gradually we removed all their abilities so we could focus on just the gameplay of moving and attacking with three Heroes. Once we had that nailed down, we were getting feedback from many players that enjoyed not having to worry about abilities, and many other players that wanted a little more.

The Talent system was the solution in getting both groups of players what they wanted. Players who want more activated abilities can choose those Talents over the passive power-ups. We already have this kind of choice on other Heroes with activated abilities such as Promote, First Aid, and Bolt of the Storm. We simply changed where we put them with the Vikings.

We'll be monitoring the Talent choices closely to see how players choose to fill out their Vikings. We suspect that we might need to make adjustments, but we’re looking forward to seeing how beta testers do with the current setup.

Trikslyr: Let's talk about the heroics abilities. With the Vikings being three separate entities, how did the design team tackle the idea of creating a heroic? What makes the two currently in-game different and interesting?

John: A Hero's Heroic abilities serve many design functions; chief among them is providing an epic "moment" where the full power of a Hero is unleashed. Our goal for designing the Vikings' Heroics was to make one of these "moments" while also trying to provide some critical utility that the Vikings would need.

Play Again! is definitely an oddball Heroic that works uniquely well with the Vikings. The Vikings are a little weaker individually than other Heroes, so they tend to die more often. We felt a moment to "cheat" your way out of that and bring all the Vikings to bear would be really neat. Play Again! revives all your dead Vikings and teleports all of them to the casting Viking, which can be perfect for reinforcing an attack or defense. It’s pretty useful for sneaking your Vikings behind a team for a flanking attack or split-pushing other lanes.

Longboat Raid! was an idea we had all along while designing the Vikings. We asked ourselves what it would be like if you could combine all your Vikings together into a single unit for a short period of time. The appeal was both to control a single epic unit, combining the might of the Vikings, while also allowing players to take a momentary break from controlling all three Vikings constantly. The original idea was that all the Vikings would get into a "fight cloud" like you see in old cartoons, which would vacuum up enemy minions. Then it evolved into a Viking Terra-tron idea. Finally, we arrived at an epic Norse warship, fit for pillage and plunder!

Trikslyr: It's time to end this episode of Developer Insights. There has to be a hilarious story from trying The Lost Vikings in the bullpen. Have anything fun to share?

John: Hilarious? Well, it was funny in hindsight, I suppose...

We very recently fixed a bug where Baleog was so fierce that he somehow dealt damage to invulnerable game elements. He was killing watchtowers, the capture points on Sky Temple (both cases rendering them un-capturable), he was even killing the Talents out of other Heroes' active Talent inventory! And, of course (this being game development and all), this was happening right as we were approving the Vikings for release. Fortunately, we got it fixed, but now we take it seriously when Baleog says he's going to smash something.

Heroes Beta Patch 34053 - Novi Heroj Lost Vikings, Hero Izmene i Novi Skinovi

Novi Heroes of the Storm Beta Patch 34053 dostupan je na US serverima (za je EU planiran da bude pušten sutra). Sa sobom on je doneo novog heroja Lost Vikings! Kompletne patch informacije možete pročitati ovde, ili pročitajte kompletan blog izmena na našem sajtu u nastavku. 

Novi Heroj: The Lost Vikings

Originally Posted by Blizzard (Source)

The Lost Vikings, (Olaf, Baleog, and Erik) just fell through a Nexus portal and are now available for play! Read on for a brief overview of their Abilities, as well as how to control the Vikings in-game.

  • General
    • The Lost Vikings are three Heroes in one!
      • Olaf – Has lots of Health, regenerates Health quickly, and charges to slow enemies
      • Baleog – Deals splash damage to enemies behind his attack target
      • Erik – Moves faster than the other Vikings and has a longer attack range
    • Each Viking can move, attack, and be killed separately. They will also receive individual respawn timers on death.
      • Use the activated Talent hotkeys “1”, “2”, and “3” to select and control the Vikings individually, or press the “4” key to guide them as a group.
  • Basic Abilities
    • The Lost Vikings’ Basic Abilities must be unlocked through Talent Selection.
    • Spin to Win! (Q)
      • Deals damage around each Viking.
      • Can be unlocked at Level 4 by learning the Spin to Win! Talent
    • Jump! (W)
      • All Vikings become temporarily Invulnerable.
      • Can be unlocked at Level 7 by learning the Jump! Talent
    • Norse Force! (E)
      • All Vikings temporarily gain a Shield.
      • Can be unlocked at Level 16 by learning the Norse Force! Talent
  • Mount
    • Go go go! (Z)
      • The Vikings gain increased Movement Speed for a few seconds.
  • Trait
    • Fast Restart
      • Death time is reduced for The Lost Vikings.
  • Heroic Abilities
    • Play Again! (R)
      • All Vikings are revived and teleported to the summoning Viking.
    • Longboat Raid! (R)
      • Summon a Longboat and go on a Viking Raid!
Izmene Heroja
Originally Posted by Blizzard (Source)



  • Evolve Monstrosity (R)
    • Minion Stack bonus increased from 4% to 5% Health and Damage.
    • Monstrosity Health increased from 600 (+60 per level) to 600 (+72 per level).
    • Monstrosity now takes 50% less damage from Minions and Structures.


  • Basic Attack
    • Locust Needles (Talent) damage increased from 35% to 50%
  • Impale (Q)
    • Stun duration decreased from 1.25 to 1 second
  • Harden Carapace (W)
    • Persistent Carapace (Talent)
      • Duration bonus increased from 2 to 3 seconds
    • Chitinous Plating (Talent)
      • Shield bonus reduced from 50% to 40%
  • Burrow Charge (E)
    • Cooldown increased from 14 to 16 seconds
    • Epicenter (Talent)
      • Impact area and Damage bonuses reduced from 100% to 85%
  • Web Blast (R)
    • Duration increased from 5 to 8 seconds
    • Cooldown increased from 45 to 60 seconds
    • Cryptweave (Talent)
      • Now channels for 4 seconds to increase the duration of Web Blast for 4 seconds. Usable once per Web Blast cast


  • Envenom (Talent) removed
  • Frozen Wastes (Talent) moved from Level 1 to Level 4
  • Eternal Hunter (Talent) moved from Level 4 to Level 1
  • Basic Attack
    • Rune Tap (Talent)
      • Heal amount reduced from 4% to 3% of maximum Health
  • Frostmourne Hungers (Trait)
    • Obliterate (Talent)
      • Search radius increased by 25%
  • Death Coil (Q)
    • Mana Cost decreased from 55 to 50
  • Howling Blast (W)
    • Mana cost decreased from 75 to 70
    • Frost Presence (Talent)
      • Cooldown reduction increased from 2 to 3 seconds
  • Frozen Tempest (E)
    • Mana drain increased from 12 to 15 per second
    • Radius increased by approximately 15%
    • Initial damage per second increased from 20 to 26
    • Scaling damage increased from 3 to 4
    • Frozen Wastes (Talent)
      • No longer increases Frozen Tempest’s radius
      • Now decreases Frozen Tempest’s Mana cost by 3 per second
    • Biting Cold (Talent)
      • No longer increases Frozen Tempest’s Mana cost
      • Scaling damage increased from 5.5 to 6
  • Summon Sindragosa (R)
    • Cooldown decreased from 90 to 80 seconds
    • Slow duration on Heroes increased from 3 to 4 seconds
    • Absolute Zero (Talent)
      • Hero root duration increased from 1.5 to 2 seconds
      • Hero slow duration increased from 1.5 to 2 seconds
  • Army of the Dead (R)
    • Cooldown increased from 90 to 100 seconds
    • Initial Ghoul heal reduced from 150 to 104
    • Scaling Ghoul heal reduced from 30 to 24
    • Legion of Northrend (Talent)
      • Ghoul duration bonus changed from a 50% increase to a 5 second increase
      • Now increases Ghoul heal by 25%


  • Starting Health decreased from 775 to 750
  • Scaling Health decreased from 140 to 130
  • Rewind (Talent) moved from Level 13 to Level 20
  • Bolt of the Storm (Talent) removed
  • Phase Shift (Z)
    • Cooldown increased from 30 to 45 seconds
    • Phase Shield (Talent)
      • Shield scaling increased from 25 to 50 per level
  • Polymorph (W)
    • Mana Cost increased from 60 to 75
  • Pixie Dust (E)
    • Buff duration decreased from 4 to 3 seconds
    • Movement Speed bonus decreased from 25% to 20%
    • Block charges granted reduced from 2 to 1
    • Cooldown decreased from 12 to 10 seconds
    • Mana Cost reduced from 75 to 60


  • The color of Chen’s Brew resource bar has been changed to yellow.
  • Swift Reflexes (Talent) moved from Level 7 to Level 4
  • Basic Attack
    • Attack Speed increased by 11%
  • Fortifying Brew (Trait)
    • Last Drop (Talent) removed
    • Bottomless Mug (Talent) moved from Level 4 to Level 1
    • Chug (Talent) moved from Level 4 to Level 16
    • Combat Stance (Talent) moved from Level 16 to Level 7
    • Starting Brew regeneration increased from 30 to 40 Brew per second upon activation
    • Bolder Flavor (Talent)
      • Moved from Level 7 to Level 16
      • Shield regeneration rate and maximum Shield amount increased from 33% to 40%
    • Brewmaster’s Balance (Talent)
      • Health regeneration bonus increased from 5 (+1 per level) to 10 (+1.5 per level)
      • Movement Speed bonus increased from 15% to 20%
      • Health regeneration and Movement Speed Bonuses have been swapped
        • While at or below 50 Brew, gain 20% Movement Speed
        • While at or above 50 Brew, regenerate an additional 10 (+1.5 per level) Health per second
  • Flying Kick (Q)
    • Deadly Strike (Talent) moved from Level 1 to Level 4
    • Pressure Point (Talent)
      • Moved from Level 7 to Level 16
      • No longer roots the target for 1 second, and instead applies a 90% slow for 1 second
    • Combination Attack (Talent)
      • Attack damage bonus decreased from 200% to 100%
  • Keg Smash (W)
    • Keg Toss (Talent)
      • Moved from Level 16 to Level 7
      • Range bonus reduced from 200% to 125%
  • Breath of Fire (E)
    • Combustion (Talent) removed
    • Deep Breath (Talent)
      • Increases for Breath of Fire’s range and arc changed from 20% to 30%
    • Ring of Fire (Talent)
      • Damage scaling increased from 2 to 2.5
  • Storm, Earth, Fire (R)
    • Elemental Conduit (Talent)
      • Spirit timed life decreased from 5 to 4 seconds
      • Spirit generation cooldown decreased from 9 to 4 seconds


  • Basic Attack
    • Scaling damage increased from 7 to 11
  • Shadow Charge (Q)
    • The pushback distance on the target is now consistent, which should allow for more fluid combos with Overpower.
    • Can now be used on Structures without potentially landing inside of them
  • Fire Stomp (W)
    • Now orients according to cardinal directions with respect to the direction that Diablo is currently facing
    • The number of fire waves created by Fire Stomp has been reduced from 10 to 8.
  • Overpower (E)
    • Issuing additional commands after casting Overpower should now be much more responsive.


  • Executioner (Talent) removed


  • Executioner (Talent) removed
  • Ravage (Q)
    • Siphoning Impact (Talent)
      • Heal amount increased from 5% to 10% of maximum Health
  • Impaling Blades (W)
    • Starting damage decreased from 125 to 110
    • Scaling damage increased from 20 to 22
  • Primal Grasp (E)
    • Psionic Pulse (Talent)
      • Base damage tick increased from 3 to 6
      • Scaling damage tick increased from .65 to 1.2


  • Stormbolt (Q)
    • Sledgehammer (Talent)
      • 400% damage bonus now also affects Mercenaries
  • Haymaker (R)
    • Casting time slightly reduced


  • Murky will now lose Kill Streak flames any time he is killed, even if an Egg has been placed prior to death.
  • Gathering Power (Talent) removed
  • Spawn Egg (Trait)
    • Egg placement cooldown reduced from 45 to 20 seconds
    • The amount of time Murky is revealed after his Egg is killed has been increased from 10 to 15 seconds.
    • Spawn Egg’s placement cooldown after Murky’s Egg is destroyed has been decreased from 20 to 15 seconds.
  • Pufferfish (W)
    • Slimy Pufferfish (Talent) moved from Level 7 to Level 16
    • Compressed Air (Talent) moved from Level 13 to Level 7
    • Wrath of Cod (Talent) moved from Level 16 to Level 13
  • Safety Bubble (E)
    • Rejuvenation Bubble (Talent)
      • Now restores 50% Health, rather than all Health


  • Raynor has received a significant Talent update.
  • Searing Attacks (Talent) removed
  • Mercenary Lord (Talent) added at Level 7
  • New Talent (Level 1): Raynor's "Recruitment"
    • This is an improved version of the Bribe Talent that requires only 15 stacks to bribe a Mercenary instead of 20.
  • New Talent (Level 16): Relentless Leader
    • Raynor gains 50% Crowd Control reduction.
    • Additionally, once every 5 seconds, Raynor will knock back nearby enemies if he becomes stunned.
  • New Talent (Level 20): A Card to Play
    • Raynor’s Heroic Ability cooldown is reduced by 10 seconds whenever any Hero (ally or enemy) is killed.
  • Lead From the Front (Trait) removed
  • Advanced Optics (Talent) has been converted into Raynor's new Trait.
    • Now also increases Raynor’s vision by 10%
    • New Talent (Level 13): Puttin' On a Clinic
      • Reduces Ability cooldowns by 1.5 seconds whenever an enemy that was recently damaged by Raynor is destroyed
  • Basic Attack
    • Damage reduced from 40 (+12 per level) to 35 (+11 per level)
  • Penetrating Round (Q)
    • New Talent (Level 4): Confident Aim
      • Penetrating Round’s cooldown is reduced by 4 seconds upon striking an enemy Hero.
    • New Talent (Level 7): Hamstring Shot
      • Upon impact, Penetrating Round slows enemies by 20% for 3 seconds.
    • New Talent (Level 13): Double Barreled
      • Penetrating Round becomes charge-based, with a maximum of 2 charges.
  • Inspire (W)
    • Attack damage bonus removed
    • Attack Speed bonus increased from 15% to 25%
      • Nearby allies still benefit from 50% of this bonus.
    • No longer visually scales up Minions and Mercenaries
    • New Talent (Level 13): Steel Resolve
      • Increases Inspire’s duration by 50% and causes Adrenaline Rush to automatically apply Inspire
  • Adrenaline Rush (E)
    • Activated Rush (Talent) moved from Level 13 to Level 4
    • No longer requires activation in order to reduce the cooldown for Adrenaline Rush
    • Cooldown reduction lowered from 15 to 10 seconds
  • Hyperion (R)
    • Battle Hyperion (Talent) removed
    • Now starts with the Yamato Cannon effect that was previously granted by the Battle Hyperion Talent
    • New Talent (Level 20): Scorched Earth
      • An additional set of lasers continually blast the ground, dealing area-of-effect damage.
  • Raynor's Raiders (R)
    • This Heroic Ability now requires a target before it can be cast.
    • Raynor’s Banshees can now be re-targeted by pressing R and clicking an enemy, or issued Move commands by pressing R and clicking the terrain.
    • If their target dies, the Banshees will attempt to acquire a new target nearby, preferring heroes.
    • If Raynor dies, the Banshees will travel to the nearest lane to help push.
    • New Talent (Level 20): Dusk Wings
      • Banshees remain cloaked while firing, and fire 50% more frequently.


  • Earthbind Totem (E)
    • Earthgrasp Totem (Talent)
      • No longer roots the target for 1 second, and instead applies a 90% slow for 1 second

Sgt. Hammer

  • Spider Mines (Q)
    • Bullhead Mines (Talent)
      • Enemies are now knocked back slightly farther, but only the center of the three Spider Mines will knock the target back.


  • The color of Sonya’s Fury resource bar has been changed to orange.
  • Ferocious Healing (Activated Talent)
    • Fury cost upon activation increased from 10 to 20
  • Basic Attack
    • Damage increased from 38 (+7 per level) to 40 (+8 per level)
  • Fury (Trait)
    • Fury generated per Basic Attack increased from 4 to 6
    • Fury generated upon taking damage increased from 1 to 2
    • Shot of Fury (Talent)
      • Fury generated upon activation increased from 25 to 50
  • Ancient Spear (Q)
    • Fury generation increased from 20 to 40
  • Seismic Slam (W)
    • Fury cost increased from 15 to 25
    • Furious Blow (Talent)
      • Damage bonus increased from 30% to 40%
      • Increase to Seismic Slam’s Fury cost changed from 5 to 10
  • Whirlwind (E)
    • Fury cost increased from 30 to 50
  • Wrath of the Berserker (R)
    • Cooldown increased from 30 to 45 seconds
    • Damage bonus increased from 30% to 40%
    • Duration increased from 10 to 15 seconds
    • Fury required to extend Wrath of the Berserker’s duration increased from 4 to 10 Fury


  • Hook (Q)
    • Cooldown increased from 14 to 16 seconds
  • Gorge (R)
    • Damage reduced from 200 (+50 per level) to 100 (+25 per level)


  • Battle Momentum (Talent) removed


  • Commandeer Odin (R)
    • The functionality of Commandeer Odin has been changed significantly.
      • The Odin’s Health total will now be set to Tychus’ current Health at the time that Commandeer Odin is cast. 
      • Tychus will now die if the Odin is destroyed while he is piloting it.
      • The Odin no longer has 50% Crowd Control reduction.
    • Basic Attack
      • Range increased by  approximately 30%
      • Attack Speed increased by 9%
        • Basic Attack damage decreased from  70 (+20 per level) to 63 (+18 per level) 
    • Annihilate (Q)
      • Scaling damage increased from 13 to 18 per level
    • Ragnarok Missiles (W)
      • This Ability’s functionality has changed.
      • Target a point to damage and slow enemies in an area.
    • New Ability: Thrusters (E)
      • Dash in target direction
    • Big Red Button (Talent)
      • This Talent no longer grants Nuclear Blast (E) as a separate Ability.
      • Instead, Ragnarok Missiles now also launches a Nuclear Missile at the target location in addition to its other effects.


  • Cast Aside (Talent) removed
  • Righteousness (W)
    • Angelic Absorption (Talent)
      • Moved from Level 4 to Level 13
      • Healing increased from 10 (+2 per level) to 20 (+4 per level) each second for 3 seconds
  • Smite (E)
    • Purge Evil (Talent)
      • Damage bonus decreased from 30% to 25%


  • Executioner (Talent) removed
  • Rending Cleave (Talent) moved from Level 7 to Level 16
  • Void Slash (Talent) moved from Level 16 to Level 7
  • Void Prison (R)
    • Now pauses Capture Points (Mercenary Camps, Watch Towers, Dragon Shrines).  While paused, these points cannot be captured.
Novi Skinovi
Par novih Skinova dodato je u igri!

Harlequin Nazeebo



Master Lost Vikings


Pajama Party Lost Vikings


Tempest Regalia Jaina


Love Bug Anub'arak


Zerg Hunter Zeratul


Shop Novine
  • Novi Lost Vikings Heroj dostupan je sa $9.99 USD ili 15,000 Gold (Očekivano je da se posle cena spusti na 10,000 golda).
  • Pajama Party Lost Vikings Skin dostupan je za $7.49 USD.
  • Pajama Party Bundle dostupan je za $13.11 i on sadrži:
    • Novog Heroja The Lost Vikings
    • Pajama Party Skin
  • Love is in the Air Bundle je u igri ali trenutno nije dostupan.
  • Harlequin Nazeebo Bundle se takodje nalazi u igri ali je nedostupan.
Bug Fixevi
Originally Posted by Blizzard (Source)


  • Fixed an issue affecting machines with NVIDIA GTX 900 series Optimus graphics cards, which could cause greatly reduced framerates when Textures were set to Ultra.
  • Resolved an issue in which some Hero Abilities were not properly revealing their targets after damaging them.
  • Opening the Talent Select pane in Practice Mode will no longer interrupt an in-progress Hearthstone cast.
  • Heroes that have transformation effects will no longer revert back to their default Skin color after Cloaking and Decloaking.  
  • Corrected several typos and tooltip errors across multiple aspects of the game. 


  • Great-father Winter Rehgar’s appearance while in Ghost Wolf form will now appropriately match his selected Skin Variation.
  • Corrected some minor clipping in Illidan's Master Skin model.
  • Tassadar no longer exhibits an animation pop when sitting idle on the Battle Beast Mount. 


  • Abathur’s Hivemind Talent can no longer benefit the Dragon Knight or player-controlled Garden Terrors.
  • Battleground objective units such as Grave Golems, Garden Terrors, and Mercenaries will now become invulnerable while leashing. 
  • Falstad’s Flight cooldown is now properly reset after pressing the “Clear Cooldowns” button in Try Mode.
  • Fixed an issue that could cause Grave Golems to deviate from their intended attack paths (Hotfixed on January 22).
  • Grave Golems will now properly ignore Tassadar’s Force Wall.
  • Grave Golems, Mercenaries, and Minions will no longer completely ignore Structures affected by Zeratul’s Void Prison.
  • Fixed a rare issue in which Skulls occasionally spawn outside of the playable area on Haunted Mines.
  • Kerrigan’s Ultralisk can now properly walk through uncollected Doubloons on Blackheart’s Bay.
  • Sky Temple Map Mechanic stats are now properly recorded on the end-game score screen.
  • Spirits created by Chen’s Storm, Earth, Fire Heroic Ability can no longer capture the Dragon Knight on Dragon Shire. 

Heroes and Talents

  • Players will no longer permanently lose control of Abathur if he is killed immediately after the Ultimate Evolution Heroic Ability expires (Hotfixed on January 22).
  • Fixed an issue in which Abathur could become permanently stuck in Symbiote form under very specific circumstances.
  • The Bombard Strain Talent for Abathur’s Locust Strain Trait now appropriately lists a 66% damage bonus for Locusts in its tooltip.
  • Visual effects for Abathur’s Deep Tunnel are no longer visible through line of sight blockers for opponents when Symbiote is cancelled.
  • Fixed an issue that could cause Anub’arak to become stuck after using Burrow Charge near a Wall.
  • Internal text will no longer display when Azmodan's Demons kill Murky's Egg.
  • Visual explosion effects for Azmodan’s Globe of Annihilation with the Sieging Wrath Talent will now properly appear at long distances.
  • Visual effects for Chen's Brewmaster's Balance Talent will no longer persist after Chen is killed.
  • Fixed a rare issue which could allow Gazlowe to use both Grav-O-Bomb 3,000 and Robo-Goblin in the same match.
  • Muradin's Haymaker now deals the appropriate amount of damage to Grave Golems and player-controlled Garden Terrors.
  • Lighting issues will no longer occur when Murky is revived at an Egg placed in the Haunted Mines.
  • Nova’s Holo Decoy will no longer pick up Doubloons if Nova is killed before the Decoy expires.
  • Nova's Holo Decoy now appropriately displays any Doubloons it collects on Blackheart’s Bay.
  • Fixed an issue in which Shrink Ray could fail to apply its 50% damage reduction if the target had already begun casting an Ability prior to coming under Shrink Ray’s effects.
  • A Sgt. Hammer in Siege Mode now properly becomes mobile while under the effects of Brightwing’s Polymorph, and will no longer be in Siege Mode when Polymorph expires.
  • Visual explosion effects from Sgt. Hammer's Basic Attacks while in Siege Mode now appear at the appropriate location when attacking flying enemies.
  • Heroes will no longer be teleported back to Stitches if they are Gorged when Stitches comes under the effects of Anub’arak’s Web Blast.
  • Fixed an issue in which Tassadar could gain additional range on Psionic Storm when selecting the talent Second Strike.
  • Tassadar will no longer display a targeting reticule during Dimensional Shift if he was being actively targeted before casting the Ability.
  • Fixed a rare issue in which Earthquake could still be cast, and then receive a reduced cooldown, if Thrall was stunned while channeling the Ability.
  • Thrall's Chain Lightning will no longer bounce to, or reveal, Cloaked units.
  • Tychus will no longer perform any Basic Attacks while using his Overkill Ability (Hotfixed on January 22).


  • Chen's ready sound can no longer be heard by all players during Hero Selection. 

User Interface

  • Fixed an issue in which players could become incorrectly flagged for game abandonment penalties when their Hero League game failed to start for reasons beyond their control.
  • Fixed an issue in which inviting matched teammates to join a party while in Hero League Draft Mode could cause display issues for the inviting player.
  • Fixed an issue that could cause players to indefinitely receive "Waiting for Results" on the endgame Score Screen if another player disconnects just as the game concludes.
  • It is no longer possible to enter a game using an unearned Skin Variation.
Interfejs Izmene
Originally Posted by Blizzard (Source)


  • Though Team League is not available with today’s patch, those who have achieved Player Level 40 will earn a new progression reward which indicates that they are eligible to compete in Team League. This reward will be displayed in Player Profiles, Quest Logs, and endgame Score Screens, but Team League will remain disabled until a future update is released.

In-game Communication

  • It is now possible to view recent in-game chat messages by opening the chat box to type a new message. Only the most recent messages will be displayed in this way. Additional improvements will arrive with future updates.
  • The following items have been temporarily disabled for further evaluation and improvements:
    • The Emote Menu (Y).
    • The ability to send “GG” chat messages to opponents in the moments after a Core is destroyed.

Quest Log

  • A new Quest Log button has been added to the lower-right portion of the bottom navigation bar, next to the Friends List button.
    • The Quest Log will be locked prior to earning the Daily Quests reward at Player Level 6.
    • Click the Quest Log button to view active Daily Quest progression, Player Level progress, as well as the next progression reward.
    • The Quest Log will also be automatically displayed upon each login, which should help players more easily keep track of their Daily Quest and progression reward progress.

Player Profile

  • The Player Profile screen has received an overhaul.
    • The Daily Quests tab has been removed.
    • The Profile Summary tab has been enabled.
      • Players can use this tab to view general information about their Heroes of the Storm account, such as: Recent Victory, Most Played Heroes, Total Hero Level, Ranked Play win-rates, games played with each Hero role, and much more!
    • The Rewards tab has been renamed to Player Progression
      • This tab can be used to view current Player Level, progress toward the next level, and all Player Level progression rewards.
    • The Hero Progress tab has been renamed to Hero Collection
      • Hero Progress has been visually reworked, allowing many more Heroes, their current Hero Levels, and progress toward the next level, to be displayed on each page of the Hero Collection tab.
      • Additionally, clicking any Hero portrait on the Hero Collection tab will bring up that Hero’s 3D model, as well as detailed information about its current Hero level and reward progress.
    • The Match History tab has been enabled.
      • Select this tab to view a list of recently played Heroes of the Storm matches.
      • The game mode, Hero, and Battleground selected, as well as the game’s result, and a timestamp will be displayed for each match in the list.
    • A Statistics tab has been added.
      • Players can use this tab to view additional statistics about their performance in Heroes of the Storm, such as: Heroes they’ve scored the most takedowns or received the most deaths with, total games played, and Battleground win-rates.
    • A Portrait tab has been added.
      • Portrait Selection has been moved from its previous location to this tab, making it easier than ever for players to find and choose among the portraits they’ve already earned, or simply browse through the portrait rewards they have yet to unlock.
      • Hover the mouse over any Portrait to display a tooltip that explains how it can be earned.
    • Please Note that some of the Player Profile statistics mentioned above will not contain data for games played prior to today’s patch. However, statistics for games played after the patch will be properly tracked.

Penalties for Leaving Games

  • The tracking and penalties for leaving in-progress Quick Match and Hero League games before they are finished have been changed:
    • Leaving multiple Hero League or Quick Match games without reconnecting will now flag the player to receive the following penalties:
      • The flagged player will be disallowed from queuing for Hero League games until a Quick Match game is played to completion.
        • Leaving additional games early will cause the number of Quick Match games required to increase.
      • When queuing for Quick Match games, the flagged player will be teamed up with other flagged players who have similarly left games early.
      • The system will track players’ recent games. If a player has not left any games prematurely for some time, then leaving a single game (for reasons outside of that player’s control) will not trigger these penalties.
      • When a player who is flagged for leaving games early joins a party, the entire party will also become subject to these penalties.
        • Please note that this will not cause party members to be flagged individually. These penalties will be lifted from the party once the flagged player either completes the requirements noted above, or leaves the party.
      • Players penalized in this way can earn back the ability to play in Hero League, and be matched with non-leaving teammates. Simply play the assigned number of Quick Match games to completion (and stop leaving games).
      • Leaving a Hero League game during Draft Mode will now only penalize and flag the player who left the draft, and will no longer penalize the rest of that player’s party members.
        • In addition, the flagged player will still lose a significant number of Ranked Points upon leaving Draft Mode.

Warcraft Film i Marketing, Patch 6.0.3 Hotfixevi - 9 Februar

Warcraft Film i Marketing
Duncan Jones govrio je malo o Warcraft Filmu i njegovom Marketingu.


Originally Posted by Duncan Jones
So lets chat. Ive got a movie coming out next year; WARCRAFT. Its based on a computer game of the same name but its pretty unique. We're trying to work out how best to let people who don't play the game know that this is a film they'll genuinely want to see. You know as well as I do, game to film adaptions have a checkered past, but Im proud of this beast. It's unique. Its something special. (ManMadeMoon)

Tricky. Want to let the people who grew up with Warcraft know we are doing right by them & welcome those who don't know it at all! (ManMadeMoon)

Well how far from the game does it lean? Is it a very loose adaptation or would fans find it rewarding on a different level?
Definitely the latter. (ManMadeMoon)

Any worry long time Warcraft fans will be disappointed by any changes made to the movie?
I don't think so... But more importantly, Chris Metzen and the gang have worked with us right from the start. (ManMadeMoon)

definitely for female audiences like me, not into games, don't even suggest it's a video game.
Agreed. Do you think the title itself would be held against it though? "Warcraft?" (ManMadeMoon)

Can you say anything about how much is live action vs CGI?
I would say that we fit somewhere between Planet of the Apes, Fellowship of the Ring and Avatar. (ManMadeMoon)

So many action films these days too, if trailers are just mash ups of attacking I imagine it might feel just like any another
Agreed. (ManMadeMoon)

I take it you're looking for the best way to convey the uniqueness and specialness w/o giving the game away, then?
Yes. But there is a central conceit we're sharing right from the start. Its a story told from two sides. (ManMadeMoon)

Thought Guardians of the Galaxy trailer did a great job telling non-sci-fi fans it was a film for them too. Good guiding star.
deffo worth a relook at how they did it. (ManMadeMoon)

As a non-player, I wouldn't want to feel alienated from plot by trailers assuming audience knowledge of warcraft
VERY sensible. (ManMadeMoon)
Patch 6.0.3 Hotfixevi - 9 Februar
Originally Posted by Blizzard (Source)
World Event: Love is in the Air
  • Crushing the Crown: Fixed an issue where the Crown Chemical Company Wagon in Darkshore was not granting quest completion credit.

Raids, Dungeons, and Scenarios
  • Blackrock Foundry
    • Gruul
      • Gronnling Laborer's Gronnling Smash ability now deals less damage.
      • Reduced the damage that Gruul’s Inferno Strike deals to 10-player raid groups on Normal and Heroic difficulties, but increased the rate at which damage scales with raid size. Larger raid groups should find the damage relatively unchanged; smaller groups will find that the ability now deals less damage.
    • The Blast Furnace
      • There's now a berserk timer for the encounter at the 13 minute mark.
    • Iron Maidens
      • Admiral Gar'an's Penetrating Shot no longer targets players who are riding a loading chain.
      • Fixed a situation where Tricks of the Trade (Rogue) or Misdirection (Hunter) could cause the Deckhands to go into evade mode.
    • Blackhand
      • [Requires a realm restart] Beginning with the new raid timer, Blackhand will consistently drop universal set tokens at the same consistent rates as other bosses in Blackrock Foundry.
      • If the Siegemaker's Fixated target dies, it should now Fixate on the closest target.
      • Cast time for Iron Soldier's Explosive Rounds ability should now be scaling smoothly with raid size and should no longer have breakpoints where the damage ramps up more than intended at 16 and 26 players.
      • In Stage Two, Blackhand now casts Marked for Death every 16 seconds (up from 15 seconds).
      • Players no longer take falling damage upon landing after receiving Blackhand's Massive Shattering Smash.
      • In Stage Three, Blackhand's Attach Slag Bombs ability now prefers players that are not affected by the Impaled debuff.

Battleground and Arenas
  • Druid's Starfall and Sunfall no longer targets players that are capturing a PvP point in Arathi Basin, Battle for Gilneas, and Eye of the Storm.

Bug Fixes
  • Alliance characters that complete the Primal Combatant achievement are no longer being told to go to Orgrimmar to receive a reward.
  • Fixed an issue where characters that log out on the Deeprun Tram may be unable to log back in.

Masivan Diablo III Ban wave, Zbog Čega Početi Fresh Sezonu 2?

Masivan Diablo III Ban wave
Izgleda da je Blizzard napravio masivan ban wave igrača koje su uhvatili da koriste botove ili da varaj u igri, i to u toku spremanja početka Sezone 2. U popularnom botting forumu, ima samo par prijava od strane igrača da su njihovi nalozi banovani. Nevalistis je objasnio da su nednavne promene u leaderboard poziciji možda i razlog što se to desilo.
Originally Posted by Blizzard (Source)
I was just looking at the Grift leader boards for DH and yesterday I was #4 and now I am #3? I was also #9 when they reset and now I am #5. I haven't played so there is no way I could have improved my position.
Did Blizzard remove banned players (did they actually ban people?) from the leader boards?Some of the shifts you may be seeing on leaderboards are a direct result of a recent ban wave issued for cheating. 
Players that were found to be in violation were removed from the leaderboards and other rankings have been adjusted appropriately as a result. This means your ranking may have increased if someone ranked above you was removed from the leaderboard. As we move forward to future seasons and eras, we'll be continuing to monitor for such behavior and take appropriate action, though we may not always message when such ban waves occur.
Zbog Čega Početi Fresh Sezonu 2?
Igrači su diskutovali na zvaničnom forumu razlog razloge za pokretanje sveže nove Sezone, a njihovi motivi su raznoliki kao što mogu i biti.
Originally Posted by Blizzard (Source)
The true incentives for seasons are the chance to start over and the competitive aspect of the leaderboards.
chance to start fresh, new items, new gems.
I skipped season 1 and I'm planning on playing as a Monk or Demon Hunter neither of which I really played as before.
I think all of these are good, valid answers to the OP’s question. What's so interesting to me is the variety. Some players are looking forward to the competitive aspect of Season 2, some want first dibs on new Seasonal Legendary items, and some simply missed Season 1 and are ready to join in the fun. One of our design goals for Seasons is to give players the ability to experience a fresh start, and it's exciting to see how the posts above highlight that idea in different ways.

My own approach for Seasons is to take a single class and see just how far I can take it over the course of the Season. While I'm torn between Crusader, Monk or Barb for Season 2, I know I'll have to pick one (just because that's how I roll). 

What about the rest of you? What's the appeal of Seasons for you? (And if you’re not interested in Seasons, that’s cool too!)
Blizzard Quote hi

Stanje Heroes of the Storm Rank Igre

U današnjem blog Ranked Igre, Spyrian nam govori o izmenama kao i dodacima koje ćemo videti Rank Game Modu Heroes of the Storm.

  • Broj poena rank meča biće baziran na skill levelu neprijateljskog tima. Viši rangirani protivnički timovi davaće više poena.
  • Dobijanje poena za veći rank će biti sve više uzbudljiviji.
  • Prikaz vašeg ranka na profilu biće ubačen u sledećem patchu.Displaying your rank on your player profile will be in the next patch.
  • Team League trenutno je u internoj fazi testa.
  • Postojaće specijalni rank top Team Lige, kao što je Grandmaster u Starcraft II, ili Legend u Hearthstone.
  • Team Liga koristi "First Come First Served Draft Mode".
Originally Posted by Blizzard (Source)

With our Closed Beta patch on January 13, we released early versions of ranks and ranked points for initial playtesting alongside Hero League. While we feel these features are off to a good start, they’re not quite finished, and we still have a number of changes in store for them with future updates. We’ve also read a lot of great feedback about Ranked Play in Heroes of the Storm, and today, we’d like to address a few of the more common topics we’ve seen.

Ranking System Breakdown

Recent community discussions about the Heroes of the Storm ranking system have produced some interesting theories about how it works, and we’d like to shed a little more light on this topic. Heroes is a highly competitive game, and we wanted to create a ranking system that clearly reflects the skill of its players. With this in mind, we decided to split the system into 50 different ranks, and made each represent roughly 2% of the Hero League population at any given time, so that players can more easily identify how they stack up against the rest of the Hero League playerbase. If you achieve Rank 10, for example, you can generally assume your current skill level is among the top 20% of all Hero League players.

The Heroes ranking system is rather similar to the system we employ for StarCraft II, which strives to keep you around a 50% win-rate, constantly measures your prowess based on your performance against opponents of different skill levels, and calculates where you should be ranked accordingly.

In order to keep ranking-up, you’ll have to exceed the ranking system’s expectations for your performance by continually improving as a player, and beating increasingly skilled opponents along the way. It’s also possible to improve more quickly than your current rank indicates, and in cases like this, you’ll earn a few bonus points to help more quickly align your current rank with where you belong.

Changes Coming to Ranks and Points

With future updates, we want to offer more variety in the amount of points you can earn after completing ranked matches, depending on the skill levels of your opponents as they compare to your own. You’ll earn more ranked points by beating highly-rated opponents than you would by beating equal or lesser-skilled players.

We’ve also read feedback from some players who feel that earning points and ranking-up could be both more exciting and more informative. We agree, and we know there’s not a lot of fanfare that accompanies ranking up or earning points right now. This is because we first wanted to get ranks and ranked points out into the wild for playtesting and feedback alongside Hero League, and then make improvements as we move forward. We’ll be making rank-ups and point gains feel more engaging with future updates, especially on end-game score screens, and also plan to make it easier to understand why you’re gaining or losing points at the end of your matches.

Additionally, we’d like to give you more ways to show off your prowess in ranked play, and are currently planning to display your rank on your Player Profile with our next patch. Many of the other improvements mentioned here will be added a little further down the road.

Ranked Matchmaking

Hero League kicked off with a rather limited pool of players, and as a result, some games haven’t been as evenly matched as we’d like. We knew this would be the case at the beginning, but we wanted to get Hero League up and running so that we could test Draft Mode and the ranking system in a live environment. The good news is that we’re seeing the Hero League population growing with each passing day. As this continues, the matchmaker will have many more competitors to choose from when constructing games, which will result in evenly matched games a lot more often. It’s important to us that we have very even matches, because Ranked Play in Heroes is competitive, and we believe that evenly matched games are more fun.

Coming Soon: Team League

Team League is still on its way to Heroes of the Storm with a future patch, and we’re actively working on this feature internally. Team League will be an entirely separate Ranked Play experience in which you and your friends will be able to create dedicated, five-player teams to compete together in ranked, competitive matches, exclusively against other five-player teams. Much like Hero League, your team will receive a rank, which can rise and fall based on your performance. Unlike Hero League, however, each team you create will receive its own separate ranking. This ranking is not based on the individual members of a team, but rather on the team’s performance as a group. Additionally, we have an entirely different experience in store for the top of the Team League ranking system beyond Rank 1, which will function much like Grandmaster League in StarCraft II, or Legend rank in Hearthstone.

Team League will also make use of the First Come First Served (FCFS) Draft Mode, which will allow anyone on your roster to select a hero when it’s your team’s turn to pick. A version of this Draft method is already playable in Heroes, and you can check it out right now by switching a Custom Game’s lobby mode to Draft, and the ready mode to FCFS.

We’ll have a lot more information to share about Team League once we’re closer to implementing it, but until then, we hope you’ll continue playtesting and sharing your thoughts on Hero League.

As always, thank you very much for all of the great feedback you’ve shared with us so far. Your thoughts have been very valuable to us, and are helping to shape the improvements we’ll be bringing to the game in the future. We have many plans to continue leveling up Ranked Play, as well as other aspects of Heroes of the Storm, and we can’t wait to roll them out to you.

Heroes of the Storm Beta Key Giveaway #2


U saradnji sa Blizzardom, napravili smo preko našeg sajta drugi Heroes of the Storm Beta Key Giveaway, koji počinje danas a završava se 15 Februara 2015!
Kako bi učestvovali u drugom Heroes of the Storm Closed Beta Key Giveaway moraćete popuniti formu u nastavku. Na sva pitanja morate da odgovorite, a ista služe kako bi poslali povratne informacije pobednika Blizzardu.
  • Samo EU Nalozi mogu da učestvuju u nagradnoj igri. Ukoliko učesnik nema isti, neće biti u mogućnosti da dobije key.
  • Beta ključevi ne mogu da se transferuju izmedju accounta / regiona, ili drugih ljudi, oni su Vaši, i nisu predvidjeni za transfer drugim osobama.

Informacije o izvlačenju dobitnika:

  • Sa svim validnim podacima koje budete uneli, napravićemo listu učesnika 6 Februara 2015. Lista će biti objavljena ovde.
  • Korišćenjem sajta i selection metode, napravićemo listu 110 učesnika, prema rasporedu koji bude napravio.
  • Izmedju 15-16 Februara objavićemo listu prvih 60 dobitnika, i ukoliko neko od korisnika nam ne pošalje podatke u roku od dva dan, jednostavno ćemo istog izbaciti i dati sledećem ispod crte.
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