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

place a backtick (`) behind and ahead of the link. (backtick shares a key with tilde ~)

that makes an area like this where urls can be set, though it doesn’t make it a clickable link.

https://www.heroesprofile.com//Match/Single/60709459

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ty, i will try to remember that :sweat_smile:

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Hey Blizzard, while you work in things nobody asked for, here is a wish from a customer.

If somebody doesn’t pick a hero in the ARAM draft screen, the person is potentially AFK. The chances that the match will be very toxic are super high because it could be the person with the only healer available. Instead of picking a random hero, the match should be canceled if no selection is made.

Everything is great. I just hate the new tower changes. We need a big slow for people attacking a tower otherwise revert the aggro.

A lot of people say that but don’t say why the changes are bad.

The tower changes made me a happy camper when pushing.

https://www.twitch.tv/videos/2584454791?t=01h06m10s

I didn’t expected low repercussion from camp timing changes, on contrary to what I initially believed.

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that’s easy: change is bad because it was ‘change’. It’s just an easy scapegoat :stuck_out_tongue:

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Here is a video of Tournament Level players on the new patch.
Azmodan seems to be out of bounds with the changes to the minion behaviour :rofl:.
https://youtu.be/lxFwFtVVE2Y?t=1070
I’m pretty sure he will get nerfed with the next patch.
Edit:
Zagara with infestation on Level one can also wreck the complete lane without problems.

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Honestly, Azmo was ignored so long in that game that I don’t think we should draw conclusions from it.

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True, as Khaldor also stated, it’s too early to draw any conclusions.
But one thing is clear, you can’t leave your lanes unattended or otherwise you’ll lose exp or even worse, your forts get destroyed.

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It seems like Zagara’s Level 13 Talent Hydralisk Transfusion is bugged and for some Reason is Valla banned from the current Tournament Khaldor is casting.

I’m sure the bronze developers who came up with that have a strategy against this. Invited as a hero brawler with objectives is now a PvE simulator with stupid tower defense mechanics.

Strange, I thought I read that they ahd fixed it already.

The coin limit theory I proposed on Blackheart has just been canned.

Not sure what the trigger is–or if it was removed recently–but I am still getting coins past the 90 coin count.

Though during this farm session the A.I had not turned in yet to fire off a volley my way.

Edit: both teams turned in. Blackheart been spamming three chests for a while now. It may have just been a hiccup that was quickly corrected in regards to the chests not spawning.

Bots are also engaging in attacking coin camps, though not as much as prior to patch. They were a bit aggressive early game before their lanes got thumped and I got a serious advantage over them.

Eidt: Chests have not spawn for some time now. They ceased spawning at the 52 minute mark. Not sure what the trigger is.

So there is some sort of threshold that upon being reached results in chests not spawning. I have at the 70 minute mark now, and not have had to deal with a chest since my previous edit.

Bots had returned to standard this match when it comes to merc camps. They have taken their siege camp numerous times and top lane bruiser a few times as well. Never once bothered with bottom bruiser map. A few times it looked they were going to go after the siege on my side but one bot would try for an attempt with me reacting rather quickly.

Numerous boss camp attempts which is the norm post level 20.

Got the game to the 80 minute mark.

Experience was much lower than I thought it would be, but I did not get as much experience or kills as the last time I did this. Chests ceased spawning sooner to so…not sure.

Also bonus picture of Yrel being all bubbly.

I am going to be fishing this map and experimenting to see what exactly causes the chests to cease spawning.

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Happened two time already today. When does Blizzard stop to give AFK trolls a forum.

step 1, ask Spazzo?
:laughing:

But it is interesting to know, and i dunno how much of it is stuff he can simply datamine.

Always interesting to see how things pseudo break as games go way past originally planned points!

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It can get weird.

Normally, the enemy A.I will start making attempts at the map boss at or above level 20. Once or twice I’ve had them do it as early as sixteen but that was a very half baked attempt.

Then I had a match recently on Spider Queen where they took a crack at the boss at level 13. Then after that attempt two tried while the other three were in timeout.

That same match the Artanis A.I did his zoomies while taking the siege camp. The right merc was already kneeling while the other was still alive.

Rather than continue to attack while Artanis’ animation was playing it briefly reverted to its non-aggressive pose with its arms crossed and facing away. Almost like it was going ‘ya know what, I ain’t dealing with yo nonsense.’ before returning to fighting Artanis.

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The trigger could be the number of coins held.

I haven’t looked if this is 100% correct, but I think it’s caused by the third chest being the last chest destroyed.

I don’t know which chest is considered as the third chest(this isn’t defined in an spot that’s 100% painless to discover), but it seems to lack the proper trigger for restarting the event timer.

To elaborate, there are two core systems that drive game logic - one is called data, and is stored in an xml format, and the other is the trigger system, which is stored in galaxyscript, which is a programming language built for the SC2(galaxy) game engine.

In the galaxyscript for Blackheart’s Bay, there’s a trigger called MMBB Cannonballs Treasure Chests Are Dead, and triggers are generally made up of four components when built in editor - Variables, which are exactly what they sound like, Events, which cause the trigger to activate when a certain event in game occurs, Conditions, which are conditions that all need to be true for the trigger to activate, and actions, which is what happens when the trigger event happens and all of the conditions are met.

That trigger has 1 condition, which is an AND condition, so everything inside that AND must be true for the trigger to activate, and that then contains four conditions: The first Treasure Chest is dead, the second Treasure Chest is dead, the third Treasure Chest is dead, and that the trigger isn’t disabled.

Then there are two events for this trigger, those being that the first Treasure Chest is killed, and the second event being the third Treasure Chest is killed.

Most of the actions aren’t relevant, but one of them is to start the timer for the next set of chests to spawn, so this is pretty much the most important trigger for keeping the objective going.

This probably should have been caught during the design phase of adding the third chest, but it also likely would have been caught if more people participated on the PTR, I think with how many things do happen to slip though, there needs to be some kind of incentive to get people to play on the PTR.

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Many players are still showing interest in helping improve the game and while a reward for their time would objectively be more than welcome, it is entirely unnecessary because having an abundance of willing participants does not always result in that much more useful feedback - everyone’s there just for the goodie bag.

What could always work is the devs stating their desired goals and being graded by the community to which degree the adjustments appear successful, but that would require a larger dialog with the player base which they the devs aren’t particularly willing to partake in. In the older versions of the game we would receive full paragraphs of their intent for each minor change and here they offer no clarification. A change which took 9 months to first implement is now removed after less than 30 days of questionable amount or quality of testing.

Just take the last patch for example the consequences of which are all over the place. The game has been slowed down through fort defensive buffs and at the same time it has been drastically sped up with the minion wave changes. What were they trying to achieve? They deserve some merit to making the game feel fresh by disrupting established fundamentals and meta but overall reception is hostile, primarily because of heavier snowballs.

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