Blackheart's Bay

PTR 2017-11-20 PTR Patch Notes

Battleground

Battleground Objectives

  • The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds:
    • Blackheart’s Bay
      • Doubloon Chests will now consistently spawn 3 minutes after the final Chest of the previous event has been captured.
    • Braxis Holdout
      • Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated.
    • Dragon Shire
      • Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed.
  • The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds:
    • Battlefield of Eternity
    • Cursed Hollow
    • Garden of Terror
    • Haunted Mines
    • Infernal Shrines
    • Sky Temple
    • Towers of Doom
    • Warhead Junction
  • The following Battleground objective timers are unchanged:
    • Tomb of the Spider Queen
    • Volskaya Foundry
  • The Minimap will now indicate the next objective spawn location for the following Battlegrounds:
    • Cursed Hollow
      • The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured.
    • Infernal Shrines
      • The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated.
      • Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine.
    • Sky Temple
      • The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted.
    • Towers of Doom
      • The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured.
    • Warhead Junction
      • The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected.

Regeneration Globes

  • Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds.
  • Time before Regeneration Globes expire has been reduced to 6 seconds.

Structures

  • All attacking structures no longer have ammunition.
  • Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally.
  • Tower vision range has been increased by 25%
  • Tower damage to minions has been reduced by 25%
  • Structures now have a warmup period of .5 seconds before firing and must face their targets completely
    • Structure attack warning responsiveness has been significantly improved
  • Standalone Towers (found next to Forts and Keeps) have been removed.
    • The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps.
  • Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes.
    • True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait.

Minions

  • Minion base damage has been increased by roughly 10%
  • The 5 second delay before Minions spawn after the game begins has been removed.

Mercenaries

  • Respawn Timers
    • Mercenary Camps will now spawn 60 seconds after the game begins
  • Siege Giant Camp
    • Siege Defenders
      • Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged.
    • Siege Laners
      • Attack telegraphing and missile trajectory has been significantly improved.
  • Hellbat Camp
    • Respawn times have been doubled
    • Hellbats will now prioritize structures
      • Defender Hellbat Stats
        • Base health increased by 125%,
        • Health scaling increased by 200%
        • Damage increased by 125%
        • Damage scaling reduced by 50%
      • Laner Hellbat Stats
        • Base health increased by roughly 25%
        • Health scaling increased by 43%
        • Base damage increased by 50%
        • Damage scaling decreased by 66%
        • Damage taken from structures reduced by 50%
    • Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included)
  • Knight Camp
    • Wizard Knight Laner
      • Wizard Knight Laner has a Spell Armor Aura
        • Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor
          • Spell Armor is immediately removed upon leaving the aura area.
        • This Aura is destroyed when the Wizard is killed
    • Wizard Knight Defender
      • Grants nearby Knight Defenders a 15 Spell Armor aura
        • This Aura is destroyed when the Wizard is killed
  • Sapper Camp
    • Sapper Defenders
      • Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers
    • Sapper Explosion damage now scales over time
    • Laning Sappers Health scaling increased by 33%
    • Respawn timer across all maps increased from 105 to 120 seconds
    • Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers

2017-11-14 Patch Notes

Bug Fixes

  • Melee Lane Units: Melee Minions, Mercenaries, and Braxis Holdout’s melee Zerg units will no longer ignore an enemy Ragnaros in Molten Core form.

2017-10-25 Hotfix Patch

Bug Fixes

  • Blackheart's Bay: Fixed an issue that could cause Minions and Summons to become stuck when attempting to attack the Keep and standalone Tower in the Middle Lane.

2017-09-26 Patch Notes

Bug Fixes

  • Blackheart's Bay: Fixed an issue that could allow Medivh and Falstad to enter and stand in certain areas inside the enemy Hall of Storms.
  • D.Va: Using Boosters to smash destructible barrels on Blackheart's Bay will no longer place the Ability on full cooldown.
  • Sylvanas: Withering Fire can no longer target destructible barrels on Blackheart's Bay.

2017-09-05 Patch Notes

Bug Fixes

  • Boss: Captured Bosses will now correctly use their area of effect Abilities when attacking down a lane.

2017-08-08 Patch Notes

Bug Fixes

  • Mercenaries: Heroes will no longer be pushed when allied Mercenaries path into them.
  • Minions: Catapults that are destroyed while their projectiles are mid-air will no longer deal half-damage.

2017-06-13 Patch Notes

Battlegrounds

Minions

  • Catapults
    • Can now slightly overlap with one another to help prevent them from becoming stuck against one another when multiple Catapults bunch up around a Core.

Bug Fixes

  • Mercenaries: Captured enemy Mercenaries will no longer drop Fresh Meat stacks for The Butcher or Mineral stacks for Probius.

2017-04-25 2.0 Launch Notes

Bug Fixes

  • Regeneration Globes: Will now play an animation upon expiration rather than suddenly disappearing.

2017-04-04 Patch Notes

Bug Fixes

  • Blackheart's Bay - Fixed an issue that could cause cannonballs to fail to deal damage if the primary target of the volley was destroyed just as the shots were fired.

2017-03-14 Patch Notes

Design & Gameplay

Body Blocking Improvements

  • Improvements have been made to allied body blocking.

Bug Fixes

  • E.T.C: Echo Pedal will now correctly deal damage to Doubloon Chests on Blackheart's Bay.
  • Observer Mode: Excess Regeneration Globe visual effects will no longer appear for Observers and other neutral players while watching replays or custom games.

2017-02-14 Patch Notes

Design & Gameplay

Minions

  • Minion leash range decreased from 10 to 9.

2017-02-08 Hotfix Patch

Bug Fixes

  • Color Blind Mode: Fixed an issue causing Minimap icons for uncaptured Merc Camp to appear very similar in color to Merc Camps that have been captured by allies.

2017-01-24 Patch Notes

Bug Fixes

  • Structures: Fixed an issue in which the Core could continue to reveal enemy Stealth Heroes in a small radius outside its intended reveal range.

2017-01-04 Patch Notes

Design & Gameplay

Armor & Vulnerability

Developer Comments: With today’s patch you will notice that a lot of our tooltips that used to reference the Resistant/Vulnerable system have been changed. Matthew Cooper detailed the changes on our forums last month explaining a bit about the new system. While the tooltips may have changed, the actual functionality for the system has been in since the Varian patch hit during the week of November 14, so the game itself should not feel any different than what you are currently used to. You will also notice that we have added baseline Armor to three Heroes – Arthas, Anub'arak, and Greymane’s Worgen Form. These are the first of a handful that we are planning to release and would love to hear any feedback you have. We are hoping that the Armor System will open up future design flexibility, increase the depth of strategy (both in game, and in draft), and grant us another knob to help balance the game.

Bug Fixes

  • Minimap: Catapult Minimap icons are now slightly lighter in color to help players more easily differentiate them from other Minions.

2016-11-22 Hotfix Patch

Bug Fixes

  • Minions: Catapult Minimap icons will now appear team-colored.

2016-11-15 Patch Notes

Bug Fixes

  • Blackheart's Bay: Area of effect indicators and Hero rings will now display properly on bridges.
  • Mercenaries: Siege Giants will no longer deal damage if they are killed while in the middle of their attack animations.
  • Samuro: Mirror Image Health bars will now reflect the number of Doubloons that Samuro is carrying on Blackheart's Bay.

2016-09-13 Patch Notes

Design & Gameplay

Mounts

  • Movement Speed reduced from 40 to 30%

Regeneration Globes

  • Time before Globes despawn reduced from 8 to 6 seconds

Battlegrounds

Mercenaries

  • Timing Changes
    • Previously all Mercenary camps spawned at 120 seconds. The following adjustments have been made to spawn times:
      • 90 seconds: Sappers, Doubloon Pirates
      • 120 seconds: Siege Giants (unchanged), Impalers (unchanged)
      • 150 seconds: Knights, Fallen Shaman
      • 180 seconds: Grave Golem (unchanged)
      • 300 seconds: Headless Horseman (unchanged)
  • Captured Mercenaries will no longer grant Experience when killed.

Developer Comments: We started playtesting with staggered Mercenary Camp spawn times, and quickly began to realize that it added more strategic depth to the game, and coincided with some of our Battleground events. We have been happy with the changes overall, and are listening to any feedback you may have!

Bug Fixes

  • Heroes can no longer push captured Mercenaries by walking into them.

2016-08-09 Patch Notes

Bug Fixes

  • Collision: Heroes can no longer push Neutral and Enemy Mercenaries by walking into them.

2016-07-27 Balance Update

Bug Fixes

  • Collision: Heroes can no longer be pushed by walking another Hero into them.
  • Collision: Heroes who are channeling an Ability can no longer be pushed when another Hero walks into them during the channel.

2016-07-12 Patch Notes

Design & Gameplay

Core

  • Victory determination is now much more precise in situations where both Cores are destroyed within fractions of a second. As a result, Victory will no longer be decided at random in cases where it appears that both Cores are destroyed at the same moment.

Regeneration Globes

  • Health Regeneration
    • Previously: Restore 6.24% of maximum Health over 4 seconds
    • Now: Restore 12% of maximum Health over 5 seconds
  • Mana Regeneration
    • Previously: Restore 32 Mana over 4 seconds.
    • Now: Restore 8% of maximum Mana over 5 seconds

Developer Comments: Thank you for all your discussion and feedback on our recent Health sustain post! We are still heavily evaluating a lot of it but wanted to get the first round of changes in. Internally, we enjoyed the increased importance on Regeneration Globes and have cleaned up the system a bit. With a larger importance, denying enemies their Globes in lane has a much larger impact.

Healing Wells

  • Cooldown increased from 100 to 120 seconds
  • Health Regeneration
    • Previously: Restore 41% of maximum Health over 20 seconds.
    • Now: Restore 40% of maximum Health over 20 seconds.
  • Mana Regeneration
    • Previously: Restore 20% of maximum Mana over 20 seconds.
    • Now: Restore 30% of maximum Mana over 20 seconds.

Developer Comments: Much like the changes to Regeneration Globes, we wanted to add a larger impact to the moment you click a Healing Well. Again, we cleaned up the system a fair bit (hence the ~41% to 40% Health change) and added a larger impact for heavy Mana users. The increased cooldown should make the decision of when to tap the Healing Well slightly more interesting.

Minions

  • Ranged, Melee, and Wizard Minions
    • Now deal an additional 50% damage to Structures.

Developer Comments: Our goal with this change is to make escorting Minions to Towns to be more impactful, such that they can really start to do some damage if left unattended. Before this change, Minions were primarily XP carriers that absorbed some Ammo shots from Towers. Now the armies of the Nexus are a bit scarier when they march down a lane.

  • Catapult Minions
    • Attack range increased by 20%.
    • Sight range increased by 17%.
    • Will now fixate on Structures. Catapults will not acquire a new target after fixating until the target is destroyed or the Catapult is killed.

Developer Comments: Catapults would often reach the Core, but have a Minion wave spawn on them, distract them, and allow them to be killed off before doing any significant damage. With increased range and fixation on a Structure once they’ve started attacking, even one Catapult will more consistently punch through a Core’s Shield and do actual damage.


2016-05-17 Patch Notes

Battlegrounds

Healing Well

  • 25% of a Healing Well’s maximum Health has been converted into a Shield. Shield Regeneration delay of 8 seconds.

Developer Comments: We’ve noticed some rather un-fun behavior in the form of sniping Healing Wells over time using very long range Abilities. While we’re okay with players doing this to a degree, we found it was too effective given how little counterplay there was. To help solve this, turned a sizable portion of Healing Well Health into a Shield. This means that if you offer your Healing Well some respite from enemy attacks by chasing opponents away every now and then, it will start to regenerate some of that Shield. Only you can protect Healing Wells from those pesky Arcane Orbs!

Bug Fixes

  • Fixed an issue in which attacking enemy Walls at certain angles would cause the Hero’s Basic Attack animation to play, but deal no damage.

2016-04-27 Balance Update

Bug Fixes

  • Issuing a Mount command while holding down the right mouse button to move will no longer interrupt Mount channeling.

2016-04-19 Patch Notes

Bug Fixes

  • Re-issuing an attack order on a Structure in the Fog of War will no longer cause Basic Attack animations to repeat without applying damage.

2016-03-01 Patch Notes

Bug Fixes

  • Towers will now properly fire Ammo provided by an allied M.U.L.E. immediately after 2 Ammo has been restored.

2016-02-10 Balance Update

Bug Fixes

  • Dying will no longer cause the player’s Healing Well cooldown to reset.

2016-02-02 Patch Notes

Design & Gameplay

Battleground Monsters

  • Battleground-specific creatures are now universally defined as Monsters (ex: Neutral Garden Terrors, Sky Temple Guardians, etc.)
  • Several Talents and Abilities have been changed to reflect this new categorization, and the following no longer affect Monsters:
    • Mercenary Lord
    • Johanna's Knight Takes Pawn
    • Lunara's Cruel Bloom
    • Rexxar's Easy Prey and Bird of Prey
    • The Butcher's Chop Meat
  • The following now affect Monsters:
    • Anub'arak's Beetle, Juiced
    • Azmodan's Demonic Smite
  • Several Talents that could previously trigger against both captured Mercenaries and Minions will now only affect Minions (ex: Seasoned Marksman, Black Soulstone, etc.)

Battlegrounds

Structures

  • Towers, Forts, and Keeps now deal 50% bonus damage to Heroes
  • Cores will now display an “Invulnerable” message if attacked by an enemy when no allied Keeps have been destroyed.
  • Structures can no longer be made Vulnerable

Developer Comments: The scaling changes we released in December made it so Heroes could dive into Structures with impunity during the early game. Increasing the damage that Structures deal to Heroes allows defending players to feel a bit safer. We are exploring other fixes to help Structures feel more meaningful throughout the game and will release them when they are ready.

Bug Fixes

  • Diagonally placed shrubs will now properly hide Heroes within them.
  • Players punted out of an enemy Hall of Storms will no longer be persistently stunned if an enemy unit blocked the path of the punt.

2015-12-21 Hotfix Patch

Bug Fixes

  • Fixed an issue that could cause Heroes to become stuck inside of a Gate after using certain Abilities.

2015-12-15 Patch Notes

Bug Fixes

  • Diagonally placed Shrubs will no longer sometimes fail to properly hide a Hero within.

2015-11-17 Patch Notes

Design & Gameplay

Scaling Changes

  • Health and damage scaling for all Heroes, Battleground Events, Minions, and Mercenaries has been changed from flat, additive values to values that are multiplicative by percentage.
  • A large portion of Heroes’ total scaling amounts, which were previously gained over the course of a game, have been added to their base values.

Developer Comments: Due to the way that our old level scaling system worked, early game level discrepancies created a larger difference in power level than we liked. This often led to situations where a team could be up two or more levels early in a game, and use this advantage to create a larger lead. We didn’t feel that games were fun for the winning or losing team in these types of scenarios. As a result of these changes, all Heroes will have more power early, but gain less from each level. Battleground Events, Minions, Mercenaries, and Structures have all been adjusted to compensate for this and should feel close to what they did previously. The aim of these adjustments to the scaling system is to make level differences have a similar impact on your Hero’s statistics at all points in a game. Now, each level offers about 4% Health and 4% damage, which mirrors what late game leads felt like in our previous version of the game. It is important to note, that while being down a few levels will be less punishing than it was previously, Talent tier advantages can and will still have a noticeable impact on enemy engagements.

Respawn Timers

Developer Comments: In order to reward players for getting early game Takedowns, we’re also increasing the respawn time of dead Heroes at low levels. Now, getting early game Takedowns (and the experience associated with it) won’t give your team as much pure power as it did previously. Instead, early kills will offer a “power play” moment, in which your team can destroy enemy Structures, complete Battleground Events, or take more Mercenaries. These meaningful strategic advantages will position a team closer to victory, without giving them a large stat advantage and the ability to bully the opposing enemy team.

Attack Speed Slows

  • Attack speed slows now apply only to Heroes and Summons.

2015-10-06 Patch Notes

Design & Gameplay

A.I. Talent Selection

  • A.I. controlled Heroes will now select their Talents from a group of preset Talent builds.

Developer Comments: A.I. players will now choose from predetermined Talent builds instead of randomly selecting Talents. This is especially important for players who disconnect as the A.I. will now no longer randomly choose Talents, but instead try to pick builds that are closer to what players would expect. In addition, A.I. controlled Heroes in Versus A.I. games will also have their own Talent builds to choose from.

Vehicles and Regeneration Globe Interaction

  • Regeneration Globes will no longer heal Dragon Knights and Garden Terrors.
    • Instead, Regeneration Globe effects will now be applied directly to the Hero inside the Dragon Knight or Garden Terror.
  • Players within a Dragon Knight or Garden Terror can now also accumulate stacks for Talents such as Seasoned Marksman, Gathering Power, Regeneration Master, etc.

Summoned Unit Attacks

  • Summoned unit Basic Attacks will now miss if that Summon is Blinded or the target is Evading.
  • Summoned unit Basic Attacks will no longer consume Block Talent stacks.

2015-08-18 Patch Notes

Bug Fixes

  • Fixed an issue in which certain movement-based Abilities, such as Kerrigan’s Ravage or Chen’s Flying Kick, could not target the Doubloon Chests on Blackheart's Bay, or Plant Terror Overgrowths on Garden of Terror.

2015-05-12 Patch Notes

Bug Fixes

  • Alerts proclaiming that the Core is under attack will no longer play when an enemy Hero is within range of the Core before a Keep has been destroyed.
  • Players will no longer enter an infinite rejoin loop if both Cores are destroyed simultaneously, and victory will be assigned to one team at random.
    • Please note: Randomly assigned victory/defeat is intended as a temporary solution, intended to fix the infinite rejoin loop as soon as possible. A more robust solution for games that end in a draw will be implemented with a future patch.

2015-03-24 Patch Notes

Design & Gameplay

General

  • In-game XP Changes
    • The in-game leveling curve has been adjusted slightly to slow down the first 10 team levels, though the amount of XP required to reach level 20 remains the same.

Battleground Updates

  • Doubloon Chest status bars are now segmented, and each segment represents when a Doubloon will spawn.

Battlegrounds

Mercenaries

  • Mercenary initial and scaling XP has been reworked.
  • Mercenary Camp tooltips now indicate which Camps can be Bribed.

Structures

  • Gate, Tower, Town Hall, and Wall Health reduced by approximately 10%.

Bug Fixes

  • Fixed a rare issue in which a Core with less than 1 Health could suddenly be destroyed without taking additional damage.

2015-02-10 Patch Notes

Battlegrounds

General

  • Human teams can now begin Coop games on either side of the Battleground, rather than only on the left side.
  • Collecting various Battleground items (Doubloons, Skulls, Seeds, Regeneration Globes) should now be more responsive.

Structures

  • Core
    • The Core is now invulnerable until both the Keep and Fort in a single lane are destroyed.
      • This is now consistent with the way in which Catapult Minions are spawned.
  • Walls
    • Vision provided by Walls reduced by approximately 15%.

Bug Fixes

  • Battleground objective units such as Grave Golems, Garden Terrors, and Mercenaries will now become invulnerable while leashing.
  • 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.
  • Kerrigan’s Ultralisk can now properly walk through uncollected Doubloons on Blackheart's Bay.

2015-01-13 Patch Notes

Battlegrounds

Structures

  • Core
    • Damage versus Heroes increased by 20%
    • Abathur’s Symbiote and Tassadar’s Plasma Shield can once again be cast on the Core.
  • Towers
    • The amount of time that towers are disabled while regenerating ammunition has been increased from 20 to 30 seconds.
      • This was done to align with a previous change, in which the rate of tower ammo regeneration was reduced to 1 per 15 seconds. As such, towers will now come back online with 2 ammunition.

Mercenaries

  • Grave Golem
    • Root
      • Grave Golems will no longer pause when casting Root.
      • Root will now be cast on ranged Minions.
      • Heroic units will remain the preferred targets.
    • Stomp
      • The post-cast delay on Stomp has been removed.
      • Stomp will now be cast when there are at least 2 Heroic units around the Grave Golem, or at least 3 Minions.
      • Stomp will not be cast unless the Grave Golem is already stationary.
      • Stomp now deals increased damage versus Minions.

Bug Fixes

  • Catapult Minions no longer deal half their intended damage, and once again deal area of effect damage around their target.

2014-12-02 Patch Notes

Battlegrounds

General

  • Town Halls no longer contain all of a town’s experience points. While Town Halls retain a majority of the experience, the surrounding towers protecting the town now yield experience as well.

Bug Fixes

  • Heroes can no longer be affected by enemy abilities while within the allied Hall of Storms.

2014-10-07 Patch Notes

Battlegrounds

General

  • Minimap icons for the underground Grave Golem on the Haunted Mines, and neutral Garden Terrors on the Garden of Terror, no longer blink when they are in combat
  • Minion damage dealt to opposing Minions has been reduced, allowing for stronger pushes with Minions in unattended lanes

Mercenary Camps

  • Knight Mercenary Camp
    • The Healer Mercenary no longer heals other Mercenaries or Minions, and now casts a damaging Arcane Bolt on enemies instead.

Structures

  • The Core now regenerates Shields after it has not taken damage for 8 seconds, rather than 10 seconds.
  • Towers, Forts, and Keeps now regenerate Ammunition once every 15 seconds, rather than once every 10 seconds.

Bug Fixes

  • Attacking a Mercenary Camp at the moment it spawns will no longer cause the defending Mercenaries’ Health to reset mid-fight.

2014-09-10 Patch Notes

Battlegrounds

Core

  • Health Regeneration has been removed from the Core, but Shield regeneration is unchanged.

Siege Giants

  • Health regeneration when Siege Giants are out of combat for 8 or more seconds has been removed.

Bug Fixes

  • Corrected an issue in which Towers could unintentionally see through certain Line of Sight blockers.
  • Forts and Keeps will no longer expend ammo without firing when a player quickly moves in and out of range.
  • Mercenary Camps that are captured simultaneously by one team with the Mercenary Lord Talent, and one without, no longer causes the Mercenaries from both Camps to gain the Mercenary Lord buff.
  • Pings issued on Mercenary Camps no longer require the player to target an individual Mercenary in order to request assistance with capturing the Camp.

2014-07-23 Patch Notes

Design & Gameplay

General

  • The amount of in-game experience required to reach levels 2-19 has been increased by approximately 6%.

Underdog Bonus

  • The amount of XP received from Hero takedowns is now more granular.
  • This will now have less impact during close games.

Battlegrounds

Core

  • Health now scales throughout the game.
  • Splash damage radius increased from 1.5 to 2.

Bug Fixes

  • Treasure Chests on Blackheart's Bay no longer visibly persist through the Fog of War, nor on the minimap, after they are destroyed.

2014-06-25 Patch Notes

Battleground Updates

  • Treasure Chest Health has been increased to account for changes to Hero Basic Attack Speeds.
  • Skeleton Camp respawn time increased from 120 to 150 seconds

General

Experience and Snowballing

  • Experience earned by killing Minions in-lane has been increased by 20%.
  • Bonus trickle experience granted to a team that is behind by 3 or more levels during a game has been removed.
  • Early implementation for the “Underdog Bonus” has been added.
    • A team that is behind in levels – the “underdog” – now earns bonus XP whenever an enemy hero is killed, while a team that is ahead in levels receives reduced XP for killing enemy heroes.
    • The amount of bonus takedown XP granted to the underdog team, as well as reduced takedown XP for the team that’s ahead, scale significantly up based on the level difference between teams.
    • The Underdog Bonus starts at a 1 level difference, and caps off at a 4 level gap.
    • The Underdog Bonus continues until team levels become even.
  • Head here to check out additional details on the Underdog Bonus, as well as reasoning behind why we’re trying out this new system.

Mercenaries

General

  • Mercenary Camps now scale up to 30 minutes of elapsed game time.
  • Captured Mercenaries now scale up to 60 minutes of elapsed game time.

Grave Golem

  • Captured Mercenary Grave Golems are now roughly equivalent in strength to a 30 Skull Grave Golem on the Haunted Mines.
  • Mercenary Grave Golems now seek out structures and ignore Heroes, Minions, and Mercenaries in their path.
  • Mercenary Grave Golems no longer only stomp Minions.
    • Increased the number of Heroic targets required for a Mercenary Grave Golem to issue a stomp from 1 to 2.

Knights

  • Sorcerer
    • No longer shields other Knights
    • Damage aura has been removed
    • Now heals other Knights and surrounding minions.

Siege Giants

  • Defending Siege Giant attacks can no longer be dodged.
    • Siege Giant Attack Damage has been reduced from 100 to 80 in order to compensate for this change.

Bug Fixes

  • A number of issues with Mercenary Camp and Minion A.I. have been resolved, and behaviors have been generally improved.
  • Addressed issues which made shrubs that have units within difficult to enter. It is now easier to attack units which are inside a shrub, as well.
  • The Core’s Health bar no longer displays 0% when it has less than 100 Health remaining.

2014-05-22 Patch Notes

Design & Gameplay

Snowballing

  • Additional efforts have been made to prevent snowballing for teams that are down by 3 or more levels during a game.

General

  • The team level cap has been increased from 25 to 30

Battlegrounds

General

  • The Grave Golem’s root ability now prioritizes MULEs
  • Knight Mercenary Camp respawn time has been increased from 240 to 270 seconds

Bug Fixes

  • Combat sounds and effects are no longer audible, nor visible, through the Fog of War.
  • Heroes should no longer attempt to path through enemy Gates when given a long-distance move command toward objectives on the opposite side of a Battleground.
  • The northwest Knight Mercenary Camp on Blackheart's Bay now properly displays a banner which indicates difficulty and description text.

2014-03-25 Hotfix Patch

General

Mercenaries

  • Knights
    • Knight Health reduced by 20%
    • Time between Knight and Sorcerer attacks increased from 1.0 to 1.25