Blizzard Entertainment will be handing out an exclusive Heroes of the Storm PAX East Pack containing some juicy swag to PAX East attendees. However, they are giving away 25 packs. You can participate here.
Flings a Singularity Spike that sticks to the first enemy hit. Deals 237 damage after 1 sec and slows the enemy by 40% for 3 sec.
Mana: 80 Cooldown: 12 sec
Teleport to the target location. Using this Ability does not break cloak.
Mana: 50 Cooldown: 10 sec
Gain Stealth when out of combat for 3 sec.
Taking damage, attacking, using Abilities, or channeling ends Permanent Cloak.
The enigmatic Dark Templar Zeratul faithfully serves the Xel'Naga. While he expertly wields the powers of the Void, it is his wisdom that earns him the respect of the Koprulu sector's greatest leaders - despite his penchant for dramatic entrances.
Automatically cloaks while out of combat. Can Blink in and out of combat and harass with Sustained Anomaly.
Role: Melee Assassin
Zeratul debuted in StarCraft: Brood War (1999), appeared in StarCraft II: Wings of Liberty during the Tidings of Doom cinematic, as well as a few bonus missions accessed at the Lab Room's Ihan crystal -- which collected the memories of Zeratul's quest for ancient prophecies in Xel'Naga temples.
Zeratul appeared also in StarCraft II: Heart of the Swarm mentoring Kerrigan to lead her into the path to her destiny as the prophesied savior of the universe against Amon and his hybrids.
Zeratul is a renowned psionic warrior who has been instrumental in healing the rift between the dark templar and the Aiur protoss. Although his heroic actions have saved countless lives, he bears the weight of many terrible burdens.
Zeratul is a dark templar, a renowned psionic warrior and assassin whose forbears were exiled from the protoss homeworld of Aiur over a thousand years ago.
The dark templar refused to submerge themselves in the communal protoss mind link, the Khala, preferring instead to strive as individuals. Zeratul holds the rank of prelate and is probably best known for his role in ensuring the survival of the protoss since the zerg threat first became apparent.
“I have journeyed through the darkness between the most distant stars. I have beheld the births of negative-suns and borne witness to the entropy of entire realities….”
It was Zeratul who overcame the prejudices of Executor Tassadar when they met on Char, and thus began to heal the rift between the Aiur protoss and the dark templar. It was Zeratul who was the first to slay a zerg cerebrate although the cerebrates had been thought immortal. Most of all it was Zeratul who returned to Aiur with Tassadar and set into motion the events that would rejoin the sundered halves of the protoss race and overthrow the oppressive rulership of the Conclave.
Zeratul went on to fight alongside Tassadar to bring about the destruction of the zerg Overmind during the invasion of Aiur, and then helped the protoss evacuate the planet as it continued to be overrun by the zerg. When the Swarm followed the refugees to the dark templar world of Shakuras, Zeratul helped recover the Khalis and Uraj crystals, which allowed the protoss to activate the xel’naga temple there and wipe out the invaders. Later, when the dark archon Ulrezaj threatened to destroy the Aiur protoss “violating” Shakuras, Zeratul was instrumental in thwarting Ulrezaj’s schemes.
But Zeratul also carries many terrible burdens. In the act of slaying the cerebrate Zasz, Zeratul became temporarily linked with the Overmind. Zeratul came to know much about the Overmind’s plans, but the zerg leader gleaned the location of Aiur itself from Zeratul’s mind, and so the seeds of the planet’s devastation were sown. Furthermore, Zeratul has a long and bitter history with the Queen of Blades, having been manipulated and betrayed by her more than once as she destroyed the remaining zerg cerebrates in order to secure her control over the Swarm after the Overmind’s death.
As part of her schemes, the Queen of Blades took control of the beloved protoss matriarch Raszagal. Zeratul later rescued the matriarch, but he found her to be irrevocably corrupted. Sorrowfully he took the matriarch’s life to spare her from continuing as the plaything of the Queen of Blades. With her mind freed by the deathblow, Raszagal thanked him and named him as leader of the dark templar. Such an honor Zeratul felt unfit to take, his soul too scarred by his experiences.
Well spoken, Concubine of the Zerg. But though we strike at you from the shadows, do not think that we lack the courage to stand in the light.
For the moment he focused on a more immediate concern: contacting any other nearby protoss who had survived the Queen of Blades’ treachery. Tracking protoss power signatures to an obscure moon, he hoped to reunite with his comrades and return to Shakuras with them in order to plan for the future. Instead of comrades, however, he found a former agent of the Queen of Blades – the enigmatic Samir Duran – engaged in breeding protoss/zerg hybrid creatures. Although Zeratul destroyed the facility, Duran claimed that it was merely one of many. Duran also revealed that he had been known by many names over the millennia and that he was not serving the Queen of Blades, but rather a “far greater power.” Deeply troubled by what he had seen, Zeratul went into self-imposed exile with only a handful of followers at his side. He continued to seek answers for what manner of being Duran truly was, and what dark future he was working toward.
"I serve the Xel'Naga."
"Scythes are nice, but I prefer cloak and dagger."
"You'd be surprised how easy it is to sneak aboard a spaceship."
"Blink and you'll miss me. Get it, because that's the power I have, is blink? Humans - you know, never mind."
"(sneezing) Wait, what just happened? How did I do that?"
"Speak slowly and carry a large warp blade."
"I should use my abilities to attack enemy heroes. Also, I should investigate why I talk to myself so much."
"I bear grave tidings. Not really, I just like saying that."
"Darkness is my ally... but we keep it casual. The Void is a jealous mistress."
"The prophecy foretells of the chosen one, one who will bring balance to the fo-oh, ho, woah, this is the wrong prophecy. That was a close one, we almost got sued there."
"Human anatomy is so perplexing. I mean, with only one opposable digit, how would you even hold your thylar?"
"The shadows writhe around me. Ugh, it's kind of disgusting actually. Does anyone know how to get them to stop?"
I have added the transcript of the Heroes of the Storm Developer Q&A Part 4 which took place on March 19, 2014. Hope you have fun finding out details straight from the developers: Dustin Browder, Matt Cooper and Richard Khoo.
Tychus: I was told this suit would be my prison. Suits me just fine. I have been called a lot of things, a renegade. An outlaw. Guilty as charged. Makes life exciting. You never know who or — err what — will be on your side. So when the Nexus team called it, there was only one thing to say: “Hell, it’s about time!”
Kevin: What is up guys? My name is Kevin Johnson, and we are here at Blizzard Entertainment for our fourth live Dev Q&A. What you just saw was the Tychus trailer from our #TychusWeek focus last week. Welcome to Blizzard. We are very excited for our fourth show with you today. We are going to be talking about the talent system in Heroes of the Storm. Where it came from, where it is now and possibly where it is headed in the future.
Dustin Browder Shares Thoughts on Team Leveling and XP in Heroes of the Storm
When we first set out to make Heroes of the Storm, we had an idea of how the game should play. We imagined Support characters as pure healers moving to help their allies. We imagined Siege characters (now called Specialists) charging into battle, and clearing away enemy armies and fortifications with ease to make way for friendly forces. We imagined heroes claiming objectives like the Dragon Knight, or collecting Doubloons to gain the power of characters like the undead pirate, Blackheart.
When we first started, we had individual hero leveling like many games in the genre. We liked how it forced players to split up into different locations, and coming together was a cost and a risk. We also liked how individual experience rewarded players for doing well, and really encouraged players to do their best; knowing that they were falling behind if they started to give away too many victories.
We made a large number of tweaks to this system to make Support and Siege heroes work with individual leveling, and everything worked. –but then we ran into Abathur. Here was a hero who never went into battle at all. He hid back in base, and attacked the enemy from afar. This helped inspire us to consider the possibility of more extreme heroes in the future. What if we had more heroes who supported the team in strange ways?
We were also running into trouble where players didn’t want to leave a battle in order to engage with a map objective or help an ally. Moving to capture a Dragon Shrine was a very risky move if it cost you experience and you fell behind in levels. Players were too fearful to move away from enemy minions to actually engage with the various locations and characters on our Battlegrounds. When we played, we noticed that the players that were actually doing the most to help their team by fighting over Battleground objectives were often several levels behind.
Moving from one part of the Battleground to another to heal an ally or kill an enemy was also risky. If you did it too often you would find yourself behind in levels. With individual leveling, all players had to stay in a lane next to a battle most of the time.
This was not the freeform strategic experience we were hoping for.
We started to experiment with team leveling. In this new system, many elements (like killing towns) give map-wide experience to the whole team, even if there is nobody near the town when it is destroyed. Enemy minions give experience so long as someone is nearby to collect the experience. If you have two heroes near an enemy minion when it dies you do not collect double experience. As long as you have a single hero next to a battle you are collecting the maximum experience from that battle for your team.
Team leveling solved a lot of problems for our game. Characters like Abathur just worked. All of our Battlegrounds were suddenly alive with possibility. Players had the freedom to go where they wanted to go, when they wanted to go there, with the knowledge that their allies were helping them by collecting the experience that minions created. At any given time one to three players on each team could be anywhere they wanted to be. They were free to roam to help their team, kill enemies, or complete map objectives with full knowledge that their allies were still getting maximum experience from the Battleground.
Teams that try to send all five players to one location can continue to do so, but at a severe cost. If the other team is split up, the team that is all-in at one location will find itself falling behind in levels.
In the end, this was what it was all about. Creating an environment where it was easy to cross lanes to help one another, or kill an enemy. We want an environment where you can all run to a Cursed Hollow tribute, or everyone can do a mad-dash for a Dragon Shrine, secure in the knowledge that your allies have your back.
I hope that helps people understand what we are doing, and why. As always, your feedback for our Alpha is greatly appreciated, and has already helped us make Heroes of the Storm a better game.
If you thought that last week’s #TychusWeek was a one-time thing, you were wrong. It seems Blizzard Entertainment is planning to release a weekly spotlight video of each hero, and that’s kinda awesome upon itself considering there are 23 heroes in Tech Alpha, and many more yet to be revealed.
This week the spotlight falls upon Tyrael, in celebration of the release date of Diablo III: Reaper of Souls.
Blizzard Entertainment has released a new Weekly Hero Rotation along with balance fixes across several Heroes.
We’ve brought the Heroes of the Storm Technical Alpha down today in order to refresh the weekly free hero rotation and make the balance changes listed below. Thank you for all the great feedback you’ve provided during alpha testing thus far. We hope you’ll try out these changes in-game and share your input with us soon!
Knight Health reduced by 20%
Time between Knight and Sorcerer attacks increased from 1.0 to 1.25
Focused Attack talent bonus to Basic Attack damage increased from +30% to +50%
Symbiote no longer persists during a killed Hero’s post-death state (Uther/Tyrael)
Fixed a bug which granted Hero clones created by Ultimate Evolution more Health and damage than intended.
Fixed a bug which unintentionally granted increased damage for all abilities while in Robo-Goblin form.
Hyperion duration reduced from 15 to 12 seconds
Hyperion volley damage gain per level decreased from 24 to 20
Base vision radius increased by 2
Divine Storm cooldown increased from 45 to 70 seconds
Bonus stun duration removed
Now decreases Divine Storm cooldown from 70 to 50 seconds
Base duration increased from 7 to 10 seconds
Holy Devotion talent no longer increases Eternal Devotion duration
Hammer of Justice damage gain per level decreased from 14 to 10
The Regeneration Master talent has been replaced with Path of the Wizard
Voodoo Ritual changed from 20 +1 Health per level and 5 Mana restored to 1% Health and Mana restored.
Gargantuan Health increased from 1000 + 100 per level to 1400 +140 per level