Lost Cavern

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

2017-08-08 Patch Notes

Bug Fixes

  • Mercenaries: Heroes will no longer be pushed when allied Mercenaries path into them.

2017-06-13 Patch Notes

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.

2017-03-14 Patch Notes

Design & Gameplay

Body Blocking Improvements

  • Improvements have been made to allied body blocking.

Bug Fixes

  • 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.

2016-09-13 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.

2016-03-29 Patch Notes

Battleground Updates

Lost Cavern, a new Battleground featuring just one lane —and a whole lot of team fighting— is now available for play exclusively in Custom Games!

  • Lost Cavern has no Mercenary Camps, and just one objective: Battle through the opposing Fort, Keep, and Core to claim victory.
  • Players cannot use Hearthstone and will not heal at the allied Hall of Storms.
  • Corridors on either side of the lane contain neutral Regeneration Globes, which will respawn regularly throughout the game.
  • Check out our recent blog to learn more about Lost Cavern.