Heroes of the Storm Live Patch Notes - September 30, 2025

Heroes of the Storm Live Patch Notes - September 30, 2025

Our next Heroes of the Storm patch is live! Read on for more information.

View Full Article

5 Likes

Quite a few changes to the original laning/structure updates, seems that some input has been taken into consideration. Still going to be interesting how this play out.

Overall objective damage increase combined with increased structure health on Hanamura and Blackheart will also be change things up i would guess. Weird that nobody talked about that in the original thread, no orange indicator here that it´s new.

Punishers will no longer leap over gates.

I dislike that, pulling the Punisher over was a unique way to deal with it, now its more the same as on other maps.

Nukes now ignite structures, dealing 1.2% 0.8% of their Health per second for 10 12 seconds. Attacking the building will refresh the duration up to 5 8 seconds.

Same here, weirdly un-discussed before, but also pretty big.

Terror has 12.5% more baseline life.
Terror scales significantly harder into late game.

I`m still for reverting that map back to pre-rework.

Locust damage increased by 25%.

Is`nt Aba annoying enough already?

4 Likes

Great. Small exp globes were removed. Now either increase the attraction radius of regular ones from 6 to 8, OR make heroes’ hit radius be taken into the calculation.
I don’t remember if globes can expire while they are being pulled, but they shouldn’t :stuck_out_tongue:

They can’t, that was fixed a couple years ago.

4 Likes

Cho’Gall buff when :slightly_smiling_face:

Great, now dehaka cant be as global as any other global heroe in lategame bcs now he cant just respawn, z, enter to a fight do his job and die to repeat that again and only to try to buff an useless lvl 20 talent…

Thanks to kill the lategame global dehaka just for free…

2 Likes

Thank you Blizzard for bringing back those maps to ranked! We appreciate it A LOT! Keep it up!!!

1 Like

And for next patch, bring Haunted Mines back <3

5 Likes

It seems not mentionned in the patch note but Butcher’s charge is now fixed and is no more interrupted/cancelled by roots spells while you are trying to use it. (i’ve tested it against Malfurion’s root in test mode).

Thank you to the devs that might have seen my posts :slight_smile:

2 Likes

Patch is very thoughtful. Great work!!!

3 Likes

He was never was truly Unstoppable before the cast time completed (hands in air and starts running).

Unless you’re thinking of something else.

Does the fort player armor add up or overwrite?

I can’t see globes now completely disappearing as a positive change at all because it makes one sided games even worse. Objectively both teams are affected the same but this is a greater net negative for the team with a talent deficit.

Watched two games and the inspired minions are completely ridiculous.

Forts no longer prio enemy hero attackers, which essentially allows premades to swarm inside of a safe space. In a fair fight the 35 armor is too powerful while at the same time it won’t exactly dissuade two coordinated divers from right clicking their victim because a full wave of minions lives longer than a hero focused by a cannon.

Clapclap to developer for making the game much more snowbally without addressing massive matchmaking disparities.

1 Like

Ah, Zag’s infest talent did get nerfed. I was wondering if that talent is going to be too much with the inspire buff.

Also, plush sheep mount added. Clearly content of this caliber is HotS 3.0 realized :open_mouth:

2 Likes

Out of morbid curiosity I am coming back to see how the xp orb changes affects the A.I ballpit along with the minion changes.

You have to understand this changes the way the game is played. Previously you could somewhat afford to have an unattended lane for a moderate amount of time but minion waves now turn into a steamroller so if one player goes off on an adventure to Afrika, one of their opponents must follow without delay.

When two players splinter off, two more will follow just to keep up. Macro farming is incentivized over brawling which unarguably makes the game much more uneventful and boring.

The developers tested Experience Globe for about 6 months before bringing them to the game.

This was back in 2020 after the Anomaly and the first two versions of the XP rework were very far from perfect. Them deciding to speedrun testing on a dead PTR is least of all reassuring of their competence.

2 Likes

gota say, Hating the changes to the forts not prioritizing heroes when you hit a hero so far, in aram its feels like a massive nerf. in just 3 games ive seen the amount of fort dives is hugely increased cause there is almost no punish for it. the armor boost to a single hero is negligible. engage comps are gona have a field day with this.

1 Like

Hello, I like some of the changes, but 1. in the case of the inspiration of the minions I think it should be cancelled, since it encourages players not to do team fights, 2. the armor of the forts when approaching seems excellent to me but it should be for all the heroes that get close to their radius, and not just one, and reduce the armor from 35% to only 20% in my opinion, 3. I as main uther, I do not like the new dedicated button for the holy shock in the level 4 talent, it does not contribute anything, and the only thing it generates is increasing the difficulty unnecessarily.

3 Likes

brb, must learn TLV.

1 Like

Small XP globes have been removed.

Wow, never thought. They stopped trying to compensate for player ineptitude. Maybe skilled players can deny Xp again.

Thrall

Talents

  • Level 7
    • Elemental Assault
      • NEW: After using a Basic or Heroic Ability, Thrall’s next Basic Attack within 4 seconds deals 45% more damage.

I don’t understand the point of that “new” talent. instead of dealing 40% more damage for 6 seconds, you now deal 45% more for 4 seconds.(And heroics now proc it) It’s not much of a difference. Why bother?

I do wish the Punisher would still jump. But not a big deal.

We were used to it, but it also had the disadvantage of not allowing interaction with the enemy team while they were behind their gates killing it.

I don’t feel that way. You can still use an alternative strategy that will gain you something else. It’s just that now, ignoring a lane for no reason, will be more punishing.

But now people will stop being so constantly afraid of attacking a structure, even 5 vs 3, and actually end the game instead of dragging it on, or losing it.

It’s not just about intentionally ignoring a lane but mainly the speed at which a team that wins a single fight can wreak havoc on 3 separate lanes before the losing side resurrects and finds time to run across the map.

To put it simply every target dummy can assist in causing an even greater snowball on their own corner of the map simply by standing next to minions.

As much as I want to agree with this, what you consider ineptitude is often unfairly assigned to the groups of players who are on the receiving end of the matchmaking experience and everything in these patch notes makes their suffering so much worse.

Speaking of player competencies, the baby was already thrown out with the bathwater the moment their changes to vision/sight mechanics went live.

Out of three main changes; fort behavior, inspired minions and XP orbs; two in no specific order feel like they have been added in at different times to try and offset the impact that one has on another.

The sum of these changes is by no means a complete disaster but unfortunately gameplay has not improved. While I welcome individual map changes with open arms, something which could introduce new tactics or enable different heroes, this whole PTR felt like a pointless exercise. Not only was it too brief but no meaningful conclusions were drawn from it.

This unusually high amount of bug fixes alone would have sufficed.

1 Like