Heroes of the Storm - Way too many people prioritize taking mercs over using mercs |
- Way too many people prioritize taking mercs over using mercs
- A few tips for you "Bronze to GM" Streamers
- In response to all of the threads calling to revert globe/fort/minion changes, I disagree.
- Battlefield of Eternity is the only battlefield to not show you where the objective will spawn or move to.
- Fallen Lunara by FanFoxy.
- New patch?
- Garrosh Post-Mortem: What happened, Why it matters, and What to do
- Since announcing the 3/4 week Hero release cycle, Blizzard has only broken this 5 times.
- Sugarplum Sylvanas [Fanart] by blur33
- We need Jukebox!!
- Dear Blizzard: Please make colorblind friendly health orbs
- December 20th Patch - 48 Hours Later
- I have trouble distinguishing between the blue and purple globes in colorblind mode
- Cho'gall – Character Lore
- Heroes of the Storm: WP and Funny Moments #142
- Today matchmaking matched me against Yitbaus, Justing (Roll20) and JHow. And we won. And turns out JHow is a pretty awesome dude.
- Bug: Today's hotfix patch reintroduced dismounting while picking up a mercenary item
- You should only have to play a promotion/demotion game if you're about to go up or down an entire tier.
- "Just a little bit of poke damage on Genji" - Grubby
- What was the sneaky patch? Can't find any notes.
- New brawl seems quite snowbally
- Tempo Storm Kala - Coaching - Diamond Muradin
- Should Abathur mines casting should be clamped?
- Heroes of the Storm Hotfix Notes – December 22, 2017
- How do you mute voice lines?
Way too many people prioritize taking mercs over using mercs Posted: 22 Dec 2017 11:59 AM PST Just a quick PSA/salty complaint, but a lot of the times it is correct to take mercs and then PUSH with the mercs. I see this scenario all the time: friendly team gets 2-3 kills in between objective spawns and spends that time clearing out every mercs camp on the map. By the time they finish the enemy team is fully respawned and easily clears the camps before they accomplish anything. There are so many scenarios where you can take just one bruiser or impaler camp, and push the lane with your team while you have numbers advantage. Such an easy way to pick up free forts/keeps/maybe even kills. It's especially important now that some of the merc camps provide buffs/debuffs that encourage you to group with them. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A few tips for you "Bronze to GM" Streamers Posted: 22 Dec 2017 03:25 AM PST STOP BELITTLING YOUR TEAM! Jesus of course they are not as good as a GM player that just wants to show his audience how good he is. Oh and stop getting salty if you lose, because you cant even carry your team and cry to your fanbase about how baaaaad these players are. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
In response to all of the threads calling to revert globe/fort/minion changes, I disagree. Posted: 22 Dec 2017 06:34 AM PST I agree with the changes, even if there still should be some tuning. Are the games more snowbally? Yes, but that's not a bad thing. The globe changes are a great mechanic for rewarding players that push harder, or rewarding teams that pick their lane comps better than the enemy. Teams that outperform the enemies get rewarded with wins. For the longest time, Heroes has been a game where once both teams are at 20 and each have at least one keep down, it's a toss up. The team that won every single fight can lose after making one mistake, while the other team gets to erase the dozens of mistakes they've made all game. It's the equivalent to the streetlights coming on and shouting "Next goal wins!!" regardless of the score. Previous accomplishments are wiped clean, and its a brand new game. If all that matters is the last few minutes of a 25 minute game, why dont we just start at level 20 with two keeps each and save the time? Blizzard finally ended up implementing a cool new feature that allows you to pressure your enemy out of lane. Spend your mana, force them back, and get rewarded with an extra globe. Force them to B and you get to starve them of xp. This is causing games to snowball as the better teams pull ahead. However players are whining that they find it too hard to play from behind now. Good. When you're 4 goals down in the last 5 minutes of a hockey game, you should find it harder to win compared to the other team. That's how competitive games work. If you feel the game is too hard, work to get better. Change your play style to take advantage of the extra globe. Melee heroes used to be bad against ranged dps in lanes, but now those melee heroes can zone out the ranged hero from picking up globes and pull ahead. Maybe that means send your Malthael to solo lane instead of Li Ming. Sometimes you're going to get bullied out of your lane. Allies should rotate to soak the xp while you're away, and you should return the favor. Maybe Blizzard will opt to tune the towers up or the minions down a bit, but I hope the globe changes stay. They're a cool mechanic that helps good teams solidify their win. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 10:47 AM PST After the objective updates to all maps, BoE is the only one that does not show which of the 4 platforms the objective will spawn or move to once one immortal is down to 1/2 health. I can only figure this is due to the fact that there are 2 objectives, one for each team. But it was something I noticed that does not follow the updates of all the other maps and objectives. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 05:24 AM PST https://twitter.com/fanfoxya/status/944150884598108160 We need that skin for her badly! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 02:13 PM PST Just got a 170mb patch. No patch notes tho. What got changed? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Garrosh Post-Mortem: What happened, Why it matters, and What to do Posted: 22 Dec 2017 01:56 PM PST Sup Nerds. This is going to be a (relatively) brief write up that I do at work while I wait for my holiday break to start on post-patch Garrosh. Let me preface with a few clarifications:
What Happened: Garrosh (I believe) was designed as a response to the mobility creep that many have taken a very reasonable issue with. Edit: What I mean here is that his design shows that mobility doesn't necessarily equal power. You can be immobile and very strong. To that end, he was made to control a space around himself with such potency that he received a 90% ban despite having a very balanced win-rate overall. The bans and outcry begot a very poorly executed change. Why did this happen: This is what I call the 'Blitzcrank effect'. Back when I played league a few years ago, I came across a thread that talked about how Blitz was commonly banned despite having a sub-50% winrate. The general consensus was that some characters require you their opponents to play SO differently, that the level of discomfort draws a ban rather than strategic relevance. For most players, the ban timer is essentially 'pick the hero that gives you the worst experience'. Most of the time, this naturally aligns with the powerful characters. Sometimes, it ends up on the characters that we remember best. (Relevant topic: Availability Heuristic) Garrosh's combo single handedly caused such a traumatic experience in the context of the game that he drew calls for bans that were statistically unneeded. While this almost as satisfying to the Garrosh player as it is stressful to their opponent, a game shouldn't be that polarizing. Why It Matters: As a Garrosh player, I can completely understand the need for the change. However, this change was SUPER poorly executed. Even if it turns out that Garrosh can achieve very similar win-rates with some additional tuning, what Blizzard did was destroy the Garrosh play-pattern and fantasy. The problem isn't a reduction of strength, it's an elimination of what makes the fearless and monstrous warchief Garrosh-fucking-Hellscream. What the pull (and thusly the throw) provided was the ability to control an area with such potency that you didn't need any mobility. His passive and his W in combination with these things made Garrosh the true 'Lead from the Front' warrior. He can't escape, but damn can he fight. Before the patch, if you tried to leave that fight, Garrosh could bring you back. If you talented for it, he could keep you there until one of you died, or someone intervened. The above combined with terrible pushing, no camp control, and generally awful damage created a warrior who walked in and kept you there until one of you was dead. A true slow-moving death machine who was only useful fighting other heroes. A true God-damned Orc Warchief. Now, the stun feels very feeble. You can't force anyone to stick with you. The throw distance is cut in half ([throw + q pull] vs [throw - {q distance + walking distance}]). All of these plus long CD's in a game of increasingly mobile characters means you're just running after people most of the time. While he seems to work fine as a peel tank atm, your weak push and inability to meaningfully capitalize on Q in a stacked lane means you're waiting for the enemy team to dive. You're CONSTANTLY just WAITING and anything else just gets you killed. Garrosh feels feeble. And that feeling, as a longtime Orc fanboy, is awful. A warchief should make war, not stand around and wait for it. What to Do: The thing that Garrosh needs the most isn't necessarily the combo. I don't need to be hurling a mis-positioned Valla over my turrets at level 1 to enjoy the Warchief. What I need is to be able to fight. I need to be able to lumber around slowly and watch other players move around me like water because they fear what I can do. I need to be able to initiate from the start of the game to the end of it. What Garrosh needs is a way to funnel enemies into him and keep them there. The throw, while super amusing and certainly embodying the strength aspect of the fantasy, isn't what the warchief experience depends on. The warchief needs to be able to take an enemy, grab them by the collar, and say 'I'm your problem now until one of us is dead'. To start with, I'd revert the Q change. It has counterplay (have you tried walking just a bit towards Garrosh?), and meets the fantasy. The Q build totally delivers on the full fantasy by creating the shield, reducing the cooldown, reducing enemy damage, and adding a DoT effect. All told, you're able to keep someone around while making yourself hard to kill. What needs to change is the throw. The throw can still express tons of power without irreparably displacing someone. Here are some ideas:
It doesn't even need to throw. I like the idea of Garrosh just using his hands and being a sort of grappler. What if we have his E locked up himself and whatever target he hits? Allow for a longer/longish stun or root that also disables Garrosh until it ends or you end it early. Conclusion/TLDR: A change was needed, the Q change was bad. Change the E instead. I want to start, battle through, and end a fight, not hope one ends up near me. Garrosh should be a bully, not a bodyguard. I want a MOTHERFUCKING WARCHIEF NAMED GARROSH-FUCKIN-HELLSCREAM. Blizzard, please please do something, cause you just made my favorite character way un-fun. Happy Holidays, nerds. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Since announcing the 3/4 week Hero release cycle, Blizzard has only broken this 5 times. Posted: 22 Dec 2017 11:15 AM PST Edit: 6, not 5 Three of them were early releases and one was because of a double release (Cho'Gall). Everything else fell between 3-4 weeks. That's 38 Heroes that have been released since the announcement, and only 3 came after their expected dates, usually just after BlizzCon, Meaning that they shipped 92.1% of their characters on or before their 3-4 week target date. Much appreciation for all of the awesome heroes. Edit: Also adding Hero Numbers/% By role and universe. % by Role
% by Universe
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Sugarplum Sylvanas [Fanart] by blur33 Posted: 22 Dec 2017 12:11 PM PST https://78.media.tumblr.com/6b70630361dc3425b457890091267ce1/tumblr_p1axhbSchi1shvmcdo1_r3_1280.png I really love this picture and thought it was worth sharing. The artist is blur 33 and their tumblr page is https://blur33.tumblr.com/ [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 12:31 PM PST The music in this game (as in every Blizzard's game) is so inspiring and on point with every melody. As someone who is actively engaging as a musician, I admire the music even more. With so many themes from all the new heroes we really need a Jukebox tab to select the music we want to hear while we are browsing. I can understand to not change the in game music since it is designed for the specific map and objective. Many new players don't even know the playlist that exists on youtube with all the theme songs. Since we have so much content, make it available in game! Cheers [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dear Blizzard: Please make colorblind friendly health orbs Posted: 22 Dec 2017 12:08 PM PST Because blue and purple are hard to tell apart for us colorblind folk. I would recommend blue, yellow, and red for friendly, neutral, and enemy orbs. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
December 20th Patch - 48 Hours Later Posted: 22 Dec 2017 01:16 PM PST
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I have trouble distinguishing between the blue and purple globes in colorblind mode Posted: 22 Dec 2017 03:37 AM PST I can easily tell the difference in normal mode, but in colorblind mode they look pretty similar. Could the tints be differentiated a bit more? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 11:17 AM PST
Hello, all! Another week, another Warcraft lore thread, and today we'll be taking a look at Cho'gall, initiate of the fifth circle of the Shadow Council, founder and chieftain of the Twilight's Hammer clan, and the one and only co-op hero in Heroes of the Storm. Note that this thread will be entirely focused on the main universe Cho'gall; I won't cover the alternate universe version of the character from Warlords of Draenor since Heroes of the Storm's Cho'gall is exclusively based on the main universe version, and this thread was long enough as-is. I apologize for this thread being posted a bit later than usual; had some issues with the post getting deleted by AutoModerator for some reason, but it should be all good now. Due to the length of this thread, I'll save the lore of Cho'gall's abilities, quotes, and skins for a separate thread on Sunday. All previous "Lore of" episodes Ogres and Ogre MagiTo provide some proper context (and also because Cho'gall is currently the only ogre in Heroes of the Storm), I'll briefly talk about the history of ogres in general, and for that we need to go back to the dawn of their homeworld of Draenor. Also, in case anyone is wondering, almost all of the lore in this and the following two sections comes from the lore book World of Warcraft: Chronicle Volume 2, which was released in March 2017. Ogres are a race of large, brutish humanoids who can trace their descent back to a being named Grond, an enormous elemental giant who was created in ancient times by Aggramar — one of the benevolent, godlike, world-shaping titans — to combat the Sporemounds, a race of giant, carnivorous plants that threatened to devour all life on the young planet of Draenor. Grond managed to kill three of the Sporemounds, but the final one — Botaan — proved his end. During the battles between the giants, pieces of their bodies broke off and became new creatures: from Grond came stone giants called colossals, while from the Sporemounds came centaur-like plant creatures called genesaur. After Grond's death, the colossals — empowered by Aggramar — continued fighting against Botaan and its genesaur for millennia. During these battles, pieces of the colossals also broke off and arose as new, smaller stone giants called magnaron. Eventually, the colossals sacrificed themselves to kill Botaan in a giant explosion. When the Sporemound died, spores from its body drifted back to Draenor's surface and clung to the hides of the magnaron, weakening their bodies and causing some of them to devolve into half-stone, half-flesh giants called gronn. A small number of gronn continued degenerating into one-eyed brutes called ogron. The ogron in turn gave rise to the ogres, who were smaller and weaker than their progenitors, and who finally gave rise to the orcs. The magnaron, gronn, and ogron — collectively called the Breakers — continued battling the various plant-like descendants of the Sporemounds — called the Primals — for ages, each side seeking full control of Draenor but with neither ever being able to eradicate their opponent. For millennia, the ogres lived in fear of the ogron, who often enslaved their smaller relatives to use in combat against other ogron tribes or to offer up as living sacrifices to the gronn. The ogres' salvation came roughly 1,000 years before Warcraft: Orcs & Humans in the form of a race of intelligent avian humanoids called the arakkoa, whose civilization — the Apexis empire — had collapsed due to civil war years earlier and who were now searching for relics from their lost culture scattered across Draenor. One group of arakkoa led by a sorcerer named Yonzi discovered a ruined Apexis settlement on the shores of the forest region of Talador, a place now occupied by ogron. Attempts to negotiate with the violent and simple-minded ogron ended poorly, so the arakkoa instaed turned to the ogron's downtrodden ogre slaves. The arakkoa began teaching the ogres the ways of arcane magic — due to their distant descent from Grond, a creature empowered by a titan (who were especially closely connected to the arcane) the ogres were naturally attuned to arcane power and held a special affinity for earth magic. One of the first to master this power was an ogre named Gog, who began killing the mighty gronn that all ogres feared as godlike beings. Stories of Gog's successes spread among the ogres, and together they rose up against their ogron overlords, igniting a bloody war that ended with almost every ogron tribe falling to their former slaves. Gog declared himself king, renamed his city to Goria (meaning "Throne of the King"), and killed Yonzi and many of his followers when they attempted to retrieve the Apexis relics they had been after. In the generations that followed, the ogre civilization — now called the Gorian Empire — spread across Draenor, establishing cities, outposts, and an advanced trade network. Goria itself remained the capital, with some of the more notable outposts being the city of Highmaul in the grasslands of Nagrand and the fortress of Bladespire Hold in icy Frostfire Ridge. The ogres' practice of sorcery and exposure to raw arcane magic caused some unexpected side effects. Very rarely, ogre children would be born with two heads. These two-headed ogres (also called "ogre magi") were exceptionally gifted spellcasters, and their appearance became seen as a good omen. Eventually, Goria's sorcerers even developed spells and rituals to replicate the phenomenon and cause normal ogres to grow a second head, greatly increasing their intelligence and magical prowess. (This part will be important later.) For generations, the ogres' orc descendants lived on the outskirts of the Gorian Empire. The ogres originally had little interest in their smaller relatives or their practice of shamanic magic, but after witnessing the power capable of being wielded by a shaman, the imperator (sorcerer king) Molok sent forces to claim the Throne of the Elements, the heart of elemental power on Draenor. Their reckless tampering threw the elements out of balance across Draenor, causing storms and other calamities and spurring the orc clans to unite into a combined force to lay siege to the ogre capital, Goria. When the ogres created and unleashed a plague called the red pox among the orcs in an attempt to break the siege, the orcs beseeched the elements for aid, and in response the elemental spirits unleashed their fury on Goria, completely destroying it. The orc clans, frightened by the elements' power, scattered once more and returned to their homes. The Gorian Empire never truly recovered from this loss. Over the coming years, ogre outposts like Highmaul or Bladespire Hold grew more akin to independent city-states. The orcs began seizing more and more ogre territory, gradually surpassing their progenitors as the dominant race on Draenor. Around 100 years later, a race called the draenei crash-landed on Draenor from beyond the stars and began establishing a civilization. The ogres observed them carefully, but when the draenei unknowingly built the city of Shattrath atop Goria's ruins the populace of Highmaul was infuriated and rallied under a leader named Imperator Hok'lon, who claimed that Shattrath would become the center of a revitalized Gorian Empire after the draenei had been slaughtered. Despite their greater numbers, the ogre army was easily repelled by the draenei defenders, and Hok'lon and his generals were killed. The ogres fled, the grandiose war meant to revive ogre civilization having failed after a single attack, and the Highmaul never attempted another assault on the draenei again, continuing the decline of their culture. Many, many years later, the draenei's ancient enemies, the demonic Burning Legion, discovered Draenor. The demon lord Kil'jaeden recruited an orc named Gul'dan, who became the first orcish wielder of fel (demonic) magic and gradually manipulated the orc clans into forming a bloodthirsty Horde to destroy the draenei. Gul'dan began spreading the corrupting use of fel magic among the orcs and appointed the legendary orc chieftain Blackhand to the title of warchief, a public military leader of the Horde. Gul'dan also formed a clandestine organization known as the Shadow Council to watch over and maintain control of the Horde from the shadows. Cho'gall and the Dawn of the Twilight's HammerThe ogre mage Cho'gall lived a life of privilege in Highmaul. Possessing a natural affinity for the arcane, he studied under the most gifted ogre sorcerers and gained a significant following among Highmaul's common ogres. However, Cho'gall's arrogance and lust for power brought him into conflict with the city's ruling aristocracy, who saw him as a threat and attempted to assassinate him. The ogre mage narrowly survived and fled from Highmaul. He began searching the world for ways to acquire more power so that he might exact his vengeance, and eventually encountered the Shadow Council. Gul'dan, who was intrigued by Cho'gall's confidence and lust for power, made the ogre his foremost apprentice and instructed him in the secrets of fel magic and the existence of the Burning Legion. Cho'gall pledged his loyalties to the orc, but in truth, he didn't care about the warlock's ideologies and wanted only power; as soon as the Shadow Council ceased to be useful, Cho'gall was prepared to turn his back on them. One of the other individuals recruited by the Shadow Council during this time was the half-orc, half-draenei Garona Halforcen, who would become Gul'dan's deadliest assassin and whom the warlocks would ensorcell in order to force her to do their bidding. (This part will also be important later.) While the Horde was rising across Draenor, a society of orcish exiles named the Pale thrived in caverns beneath the grasslands of Nagrand. These orcs were originally shaman who had been banished from their clans for accidentally tapping into the dark force known as the Void and losing themselves to madness during their rites of passage. Hundreds of years ago, this society of exiles had began communing with the void lords — monstrous, otherworldly entities dwelling in the Void outside of reality — and learned the arts of wielding the Void's shadow magic, a power that rivaled the Shadow Council's fel magic in potency and had turned their skin a sickly white. Gul'dan paid little heed to rumors about the Pale and their strange abilities, but his master Kil'jaeden was intrigued and ordered the orc to determine if the Pale's magic could strengthen the Horde. Gul'dan sent Cho'gall to investigate and, if the exiles proved as powerful as rumored, to recruit them into the Horde. Cho'gall stormed into the Pale orcs' caves, but found that they were not hostile to him. On the contrary, they were eager to share their prophecy of doom, which foretold of an event called the Hour of Twilight, when shadow would supposedly envelop the universe and snuff out all life in existence. Cho'gall was not interested in this prophecy but was intrigued by the Pale's shadow magic, which was like nothing he had ever seen before. To recruit the Pale, Cho'gall claimed that the Horde was a weapon by which they could bring about the Hour of Twilight. The exiles gladly committed themselves to the Horde and formed a new orc clan, which would be known thereafter as the Twilight's Hammer. As Cho'gall learned to master shadow magic over the years, he would eventually devote himself to the Pale's prophecy as well. Eventually, the Horde managed to destroy almost all of draenei civilization, and Warchief Blackhand now turned his attention to Draenor's other races. The Twilight's Hammer and Warsong clans, respectively led by Cho'gall and Grommash Hellscream (father of Garrosh), were tasked with toppling Highmaul. Cho'gall relished the opportunity to enact vengeance on those who had exiled him from the city, and he personally sought out and confronted Highmaul's ruler, Imperator Mar'gok. Both ogre magi were powerful sorcerers, but only Cho'gall had learned to wield both fel and shadow magic. Armed with these powers, he bound Mar'gok to his own throne and burned the sorcerer king alive. The First War2 years after having conquered most of Draenor, the orcs invaded the world of Azeroth through the Dark Portal and began attacking the human Kingdom of Stormwind, marking the beginning of the First War (Warcraft: Orcs & Humans). As the war unfurled, Blackhand grew irritated with the Twilight's Hammer clan, whose members were disobedient and oftentimes wandered off and disappeared, never to be seen again. The warchief considered wiping out the entire clan to make an example of them, but Cho'gall — who had been acting as the Twilight's Hammer's de facto leader — intervened and offered to become the clan's official chieftain to keep them in line. Almost overnight, Cho'gall ended the clan's disciplinary problems, and Blackhand put them out of his mind. From the moment they had set foot on Azeroth, the Twilight's Hammer had heard the call of the Void louder and clearer than ever before, for they had begun to hear the whispers of the Old Gods. These evil entities of shadow had been created by the void lords long ago and flung out through the universe to find and corrupt nascent titans slumbering inside planets. In ancient times, a group of Old Gods arrived on Azeroth and established dominion over the planet, until the armies of the titans arrived, defeated the entities, and imprisoned them below the earth. Discovering the presence of the Old Gods had sent the Twilight's Hammer into a state of overwhelming ecstasy, and they saw Azeroth as the place where they would usher in the Hour of Twilight. The presence of the Old Gods had a profound impact on Cho'gall, who had previously paid little attention to the Pale's ravings about dark gods but now had proof of their existence. The ogre mage brought the Twilight's Hammer under control with a simple notion: the Hour of Twilight was not far off and the Horde's success would be the best way to bring the apocalyptic prophecy to fruition, but until then, the Twilight's Hammer would need to keep up appearances with Warchief Blackhand and obey their true masters in secret. Over the following weeks, as Cho'gall attuned himself to the Old Gods, he branded the Twilight's Hammer's prophecies onto the skin of Pale orcs and cut off their flesh to form the pages of a book called the Twilight Canticle, which codified teachings about the Void. Many months later, Shadow Council agents secretly traveled north to a massive volcano called Blackrock Mountain, intending to subjugate the powerful fire elementals dwelling therein. Deep beneath the mountain lived Ragnaros the Firelord, a servant of the Old Gods who commanded countless lesser fire elementals as well as enslaved Dark Iron dwarves, who ruthlessly attacked any warlock that trespassed too deep into the mountain. Before an all-out war erupted between the Shadow Council and the Firelord's minions, Cho'gall used his fledgling connection to the Old Gods to mediate a peace. Cho'gall and Ragnaros' shared Old God masters were delighted by the Horde's sowing of chaos and destruction, but they had no intention of granting any power to servants of the Burning Legion like the orcs, since the Legion and the Void stood in direct opposition to one another. The Shadow Council was, however, granted a small refuge in the form of Blackrock Spire high in the mountain, and as long as they remained there they would not be attacked by Ragnaros' servants. Gul'dan was disappointed that he hadn't managed to seize the entire mountain, but was pleased by his ogre apprentice's skilled diplomacy, though he was unaware of Cho'gall's true motives and newfound reverence for the Old Gods. The time had now come for the Horde to attack the human capital, Stormwind City. Blackhand ordered Cho'gall and the Twilight's Hammer to strike the city at dawn alongside Kilrogg Deadeye and his Bleeding Hollow clan. The two chieftains did as ordered. Initially the assault went well, and it seemed like the city would fall by midday. However, suddenly the commander of the human army, Sir Anduin Lothar, led a charge of knights against the orcs' rear lines, forcing the Twilight's Hammer and Bleeding Hollow to break off their assault and try to push back the knights. When the soldiers of Stormwind poured out of the city gates, the orcs were forced to flee from the two-pronged assault and retreat to the Redridge Mountains. Blackhand was furious and only restrained himself from executing Cho'gall and Kilrogg on the spot because he suspected their clan members would revolt. Before the end of the war, many things transpired. The human traitor Medivh, who had helped open the Dark Portal, was killed by his friends, throwing Gul'dan — who in that moment had been prying the human's mind — into a coma. Orgrim Doomhammer, a lieutenant of Blackhand who had long been frustrated by the corruption within the Horde, killed Blackhand in a duel, succeeded him as warchief, and outlawed the use of fel magic. Under Orgrim's command, the Horde attacked Stormwind a second time, this time achieving victory over the humans and forcing them to flee across the sea to the northern kingdom of Lordaeron after Garona — under the effects of Gul'dan's mind-control spell — murdered the human king, Llane Wrynn. After learning of the location of the Shadow Council's refuge by capturing and torturing Gul'dan's assassin, Garona, Orgrim killed nearly all of the warlocks, seeing them as the root of the orcs' corruption. One of the few to survive was Cho'gall, who stated that without his leadership, the Twilight's Hammer would be lost to madness again. The ogre mage pledged himself to Orgrim's service, claiming to have been manipulated into Gul'dan's servitude. Doomhammer reluctantly spared the ogre mage, who proved his usefulness when he negotiated with Ragnaros' Dark Iron dwarves to allow the Horde to claim Blackrock Spire as their headquarters. The warchief also decided to spare Garona's life; he was aware of how harshly she had been treated by Gul'dan, and her assassination of King Llane had proven quite helpful. The Second WarSome time thereafter, Gul'dan awoke from his coma and convinced Orgrim to spare his life on the condition that he create new warriors for the Horde to replace the slain warlocks of the Shadow Council and help counter the humans' spellcasters. The warlock was also given permission to form his own clan, the Stormreavers. After numerous failed rituals, Gul'dan and Cho'gall succeeded in fusing the spirits of the Shadow Council into the corpses of human knights, creating undead soldiers of darkness known thereafter as the death knights. Meanwhile, in the north, the seven human kingdoms banded together alongside the dwarves and gnomes of Khaz Modan and the high elves of Quel'Thalas, forming the Alliance of Lordaeron in order to combat the threat of the Horde. 2 years after the end of the First War, the Horde and Alliance began to clash, marking the beginning of the Second War. Warchief Doomhammer soon recruited the aid of the Amani trolls and their warlord, Zul'jin, on the condition that the Horde help the trolls destroy their ancient enemies, the elves of Quel'Thalas. Shortly after the Horde moved into Quel'Thalas, however, the Horde's spellcasters found that something was blocking them from using their magic. Gul'dan discovered that this was due to Ban'dinoriel, a magical barrier that had been erected by the high elves around their kingdom thousands of years ago and was tied to a series of monolithic Runestones. Gul'dan convinced Doomhammer to allow him to dismantle the Runestones to disrupt the barrier and strengthen the Horde. In truth, the warlock was planning to abandon the Horde and travel to a sunken location called the Tomb of Sargeras (which he had learned about from Medivh) in order to claim the godlike power therein. The death knights, while effective in combat, hadn't proven to be as loyal as Gul'dan had hoped, and while he had the backing of his own Stormreavers and Cho'gall's Twilight's Hammer, he would need as much power as possible to protect him on his journey to the tomb. Thus, the warlock and his followers dismantled one of Quel'Thalas' Runestones and used it to create structures known as the Altars of Storms. Then, Gul'dan turned to a ritual that had once been used by the ogres of Highmaul to transform normal ogres into two-headed ogre magi. Few living ogres knew of this technique, but Cho'gall was one of them. He handpicked the brutish ogres who would undergo the ritual and personally oversaw the process. Shortly afterward, ogre magi emerged from the Altars of Storms. They were just as powerful as anticipated, and secretly swore their loyalty to Gul'dan. The Horde proceeded in its invasion of Quel'Thalas, but the elves retreated to their capital of Silvermoon City and erected an impenetrable magical barrier around it. Orgrim wished to move west to attack Capital City — the capital of Lordaeron, the most powerful human kingdom in the Alliance. Gul'dan saw his chance and convinced Doomhammer to leave the Stormreavers behind so that they could unravel the shield. A few days after the warchief's forces left, Gul'dan gathered his Stormreaver and Twilight's Hammer followers and left, hurrying south to claim a number of ships and travel out to sea to find the Tomb of Sargeras. The Dragonmaw clan of orcs reported this betrayal to Orgrim, who in turn sent the Black Tooth Grin clan to pursue Gul'dan. After a perilous voyage across the Great Sea, Gul'dan and his followers reached the location of the tomb and weaved a great spell that raised it from the ocean floor, creating a rocky island called the Broken Shore. Not long after, the ships of the Black Tooth Grin appeared on the horizon. Gul'dan ordered Cho'gall and the Twilight's Hammer to hold off the attackers while the warlock and his Stormreavers entered the tomb itself. Not long after entering the structure, the warlock and most of his followers were torn apart by demons dwelling in the tomb's depths. Outside, the Twilight's Hammer fought for their lives against the Black Tooth Grin and their leaders, Dal'rend and Maim Blackhand. Cho'gall himself was grievously wounded, with Dal'rend and Maim slicing him across the chest, giving him his distinctive X-shaped scar. A few members of the Twilight's Hammer took the wounded ogre aboard a ship and set sail, leaving the tomb behind and heading west into uncharted waters. With victory assured, the Black Tooth Grin retrieved Gul'dan's skull from one of the surviving Stormreavers and set sail back east. Even long after the end of the Second War, Cho'gall and the Twilight's Hammer heeded the whispers of their dark masters and ventured to the forgotten western continent of Kalimdor, eager to help the Old Gods bring about the Hour of Twilight. Unbeknownst to them, they were pursued by Garona Halforcen, who had experienced numerous adventures of her own and had sworn to kill the last remnants of the Shadow Council. Avatar of C'Thun(The following section is entirely taken from World of Warcraft: The Comic, which I have not personally read any issues of, so apologies for any lore errors. And before anyone asks, no, Med'an is not non-canon; the idea of him becoming a Guardian of Tirisfal was de-canonized, but Blizzard later clarified that the character itself still exists and the events of The Comic as a whole still happened. See this Wowpedia section for more detail.) Around 20 years later, Cho'gall and a number of his Twilight's Hammer followers dwelled in the ruined fortress-city of Ahn'Qiraj, a place nestled in the deserts of Silithus in the southwestern corner of Kalimdor. By this point, Cho'gall's clan had grown into a worldwide apocalyptic cult carrying out the will of the Old Gods in widespread locations all over Azeroth, still seeking to bring about total oblivion. Ahn'Qiraj was the ancient dwelling of C'Thun, an Old God that had been killed by by adventurers (World of Warcraft player characters) a few years prior. At one point, a Twilight's Hammer cultist named Stasia Fallshadow captured Garona and brought her to Cho'gall, who found that the control words Gul'dan had used on her were still effective. The ogre mage planned to use the assassin to further his goals and get to Med'an, the half-human, quarter-orc, quarter-draenei son of Garona and Medivh and the subject of a prophecy that had been uncovered by Stasia. Under the effects of Cho'gall's control words, Garona and a number of Twilight's Hammer cultists were sent to the island city of Theramore, the site of an upcoming peace summit between the Alliance and Horde. There, Garona was to assassinate the Alliance king, Varian Wrynn, his son Prince Anduin, and the Horde warchief, Thrall. The Twilight's Hammer attack caused chaos to break loose in the peace summit, though Garona failed to kill any of her targets and was instead captured and imprisoned by Theramore's ruler, Jaina Proudmoore. In the chaos of the fighting, Stasia Fallshadow managed to knock Med'an unconscious and brought him back to Ahn'Qiraj. Cho'gall hung him on the corpse of C'Thun, and the dead Old God immediately began whispering into Med'an's mind. Med'an's rescuers came in the form of his foster father, the undead mage Meryl Winterstorm, and the blood elf rogue Valeera Sanguinar, who at the time was possessed by the demon Kathra'natir and had made a deal with the imprisoned Garona to rescue her son. Meryl and Valeera killed Stasia Fallshadow and retrieved Med'an, but before they could leave, they were intercepted by Cho'gall, who knocked Meryl unconscious. While Med'an was healing the undead, Valeera surrendered to the demon within her in order to fend off Cho'gall, giving Meryl enough time to regain consciousness and teleport the trio far away to safety. Meanwhile, Garona decided to kill Cho'gall and traveled to Ahn'Qiraj. There, she witnessed how the ogre mage was monstrously transformed by his master, C'Thun, who demanded the recapture of Med'an and gave Cho'gall the ability to summon a monstrous entity to assist in this task — a n'raqi, or "faceless one". Meanwhile, in Theramore, Med'an's allies discussed the threat posed by Cho'gall and decided to reform the ancient order of magic users known as the Council of Tirisfal. When the faceless one attacked the island, Med'an managed to push it back by combining arcane and shamanic magic. Back in Ahn'Qiraj, C'Thun showed its displeasure at its servant's failure by warping Cho'gall's body further, and the ogre mage decided that since Med'an couldn't be captured and bent, he would simply need to be sacrificed, granting enough energy to resurrect C'Thun, weaken the barrier between Azeroth and the Elemental Plane and allow the Old God to take control of its former elemental servants to unleash chaos across the world. Cho'gall unleashed an army of elementals to once again attack Theramore, but the assault was repelled by Med'an and the recently formed New Council of Tirisfal. Aided by his allies, Med'an teleported into Ahn'Qiraj to confront Cho'gall, who had by now become a horrifying avatar of the Old God. The ogre mage began a great ritual to finally resurrect his eldritch master, but with the aid of the New Council of Tirisfal, Med'an managed to reforge Atiesh, the ancient staff once wielded by his father Medivh, and ultimately defeated Cho'gall by burying him beneath the rubble of Ahn'Qiraj. However, as became apparent later, this was not enough to kill the mutated ogre. The CataclysmMonths later, after the war against the Lich King (events of World of Warcraft: Wrath of the Lich King) concluded, Azeroth was shaken by a number of earthquakes, marking the beginning of the Elemental Unrest. Strange doomsday cultists appeared in the Alliance and Horde capitals of Stormwind and Orgrimmar, respectively, preaching about the supposedly imminent end of the world and recruiting citizens into their fellowship. Alliance and Horde adventurers were tasked to investigate these cultists, and eventually discovered that they were in service to none other than Cho'gall, proving that the doomsday cult was part of the Old God-worshipping Twilight's Hammer. Cho'gall told his minions to plant several devices in Stormwind and Orgrimmar; when the time was right, the objects would summon air and water elementals to wreak havoc on the cities, setting the stage for the world's end and the cultists' supposed ascension into immortality. The adventurers reported this to their superiors and succeeded in destroying the devices before the elementals inside reached their full strength, and proceeded to report their success to King Varian Wrynn and the Horde hero Garrosh Hellscream. The Elemental Unrest gradually grew more intense until it reached the final stage, when elementals led by four powerful lieutenants regularly launched large-scale invasions of Alliance and Horde cities. Adventurers were able to witness conversations had by Cho'gall in association with two of these lieutenants: in the caverns of Maraudon, the image of Cho'gall informed the powerful earth elemental Crown Princess Theradras (daughter of Therazane the Stonemother, the Elemental Lord of Earth) that the walls of her titan-made prison were weakening as a result of the unfolding chaos. However, Theradras retorted that the caverns were her her home rather than her prison, by virtue of being the resting place of her lover Zaetar, and that she would not leave them. In the desert city of Zul'Farrak, Cho'gall praised Hydromancer Kulratha of the Sandfury trolls for her work on strengthening Kai'ju Gahz'rilla, a hydra demigod and favored pet of the Old Gods. Eventually, the Elemental Unrest came to a close when the Old God-corrupted Dragon Aspect Deathwing emerged onto Azeroth, causing the great Cataclysm that devastated the lands of Azeroth. In the jungle region of Feralas, Alliance and Horde adventurers were enlisted by Shandris Feathermoon — leader of the all-female night elf army known as the Sentinels (and also the adoptive daughter of Tyrande Whisperwind) — and Orhan Ogreblade — a female orc commanding a group of ogres of the Stonemaul clan, one of the few ogre tribes to be part of the modern-day Horde — to deal with the local ogres of the Gordunni clan. It was discovered that some warlocks of the Gordunni were carrying around mysterious magical orbs; when adventurers captured one of these warlocks for interrogation, it was discovered that the Gordunni were being supplied by Cho'gall and the Twilight's Hammer. The adventurers were immediately sent to the Gordunni capital, the great ruin known as Dire Maul, where they found Cho'gall and a number of his disciples holding a sermon for the gathered Gordunni. Cho'gall claimed that the world would soon be destroyed by the elements, but if the Gordunni joined Cho'gall, they would be empowered and remade in his image. When the ogre mage noticed the presence of the adventurers, he sent two of his disciples to slay the intruder. When the two ogres were killed, Cho'gall leapt down to deal with the adventurers himself, but in that moment, Shandris and the Sentinels (if the player character is Alliance) or Orhan and the Stonemaul (if Horde) arrived in Dire Maul and began battling Cho'gall. The ogre mage eventually froze all of his attackers in ice and teleported away, telling his opponents that their victory was a hollow one. Throughout the events following the Cataclysm, Cho'gall and his Twilight's Hammer, working in concert with Deathwing's forces, claimed the mountainous the region called the Twilight Highlands as their main base of operations, with the mighty Twilight Citadel and Bastion of Twilight as their stronghold. After adventurers rooted out Twilight cultists in Stormwind and Orgrimmar, the Alliance and Horde invaded the shores of the Highlands, recruiting the local Wildhammer dwarves and Dragonmaw orcs to their cause. After a long campaign and numerous adventures, including the Alliance and Horde battling each other, adventurers aiding the shaman of the Earthen Ring against an Old God monstrosity by the name of Iso'rath, and adventurers helping Alexstrasza and her red dragonflight battle Deathwing and his Old God-loyal black and twilight dragons, the champions joined their respective factions for the final push against the Twilight Citadel. After dealing with a nearby ogre village by the name of the Twilight Gate, Alliance adventurers moved to join Master Mathias Shaw and the SI:7 (a secretive elite intelligence agency and spy organization in service to the King of Stormwind) while Horde champions were to join up with Garona Halforcen (still seeking vengeance against Cho'gall) and the Kor'kron (an elite fighting force within the Horde mainly serving as the bodyguards of the warchief). While escorting a squad of SI:7 or Kor'kron up a hill toward the Twilight Citadel, Cho'gall suddenly appeared and killed all of the soldiers before teleporting away, leaving only the adventurers alive. The champions joined up with Mathias and Garona, who informed them that Cho'gall was in the process of forging some sort of "ultimate weapon" with the power of an Old God and that they had to get to it before its completion. After adventurers fought their way through a number of Twilight's Hammer forces in the area, Mathias and Garona informed them that their search for Cho'gall's artifact had hit a dead end, though they had managed to discover that the Twilight's Hammer had enslaved a group of Wildhammer dwarf smiths before drowning them in a nearby lake, Loch Verrall. With the help of the spirit of the loch, a water elemental named Countess Verrall, the adventurers were able to converse with the drowned Forgemaster Finlay's spirit, and he told them that Cho'gall's weapon was an artifact called the Hammer of Twilight and was imbued with the power of an Old God. After some other adventurers involving the Earthen Ring, the champions headed to the Altar of Twilight, where Cho'gall was personally overseeing the final construction of the
Cho'gall teleported out with the Hammer, leaving Skullcrusher to kill the intruder, but with the help of their allies the adventurers managed to slay the gronn. Some time later, adventurers stormed into the Twilight's Hammer's stronghold, the Bastion of Twilight, fighting their way through several of Cho'gall's most powerful lieutenants. The ogre himself appeared numerous times throughout the Bastion to taunt the intruders and urge on his Twilight cultists. The champions ultimately breached Cho'gall's own sanctum, the Throne of the Apocalypse, and despite having the aid of the Hammer of Twilight, the monstrous "blessings" of his Old God master, and numerous faceless ones, Cho'gall was finally killed by Azeroth's mortal heroes. With his dying breath, the floor of his chamber collapsed, sending his corpse and his killers tumbling into the volcanic caverns below the Bastion, where the adventurers confronted and slew Sinestra, consort of Deathwing, who was attempting to create new clutches of powerful twilight dragons. Thus ended Cho'gall, and his death marked the end of Deathwing's attempts to forge the Twilight's Hammer into an army from within the Highlands. He would later be succeeded as leader of the Twilight cult by Benedictus, a human archbishop who betrayed the Church of the Holy Light in favor of joining the Old Gods, but who didn't last long before being killed by adventurers as well. The Twilight's Hammer were not eradicated with Deathwing's final defeat, however. Even to the modern day they persist, still fanatically serving their masters in pursuit of the apocalypse, and thus Cho'gall's legacy lives on. Things got a bit convoluted and long-winded at parts, but that is the character lore of Cho'gall. As I said at the top of the post, the thread dissecting Cho'gall's abilities, talents, quotes, interactions, and skins should be up around this same time on Sunday. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heroes of the Storm: WP and Funny Moments #142 Posted: 22 Dec 2017 09:31 AM PST
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Posted: 22 Dec 2017 01:44 PM PST They were probably taking it easy on us, but that was such a crazy game. Respect to JHow. Check out his stream, and subscribe if you like. https://www.twitch.tv/jhow4444 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bug: Today's hotfix patch reintroduced dismounting while picking up a mercenary item Posted: 22 Dec 2017 03:23 PM PST Not sure if it also reintroduced the dismounting while entering/exiting mines bug since I haven't played on Haunted Mines yet. If anyone knows please let us know [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Dec 2017 04:13 PM PST For example: Plat 1 -> Diamond 5 Does anyone else find this mechanic silly? I know it exists because not everyone in the tier is within the same skill level but still, having to play multiple promo games within a tier feels kinda dumb... [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
"Just a little bit of poke damage on Genji" - Grubby Posted: 22 Dec 2017 03:19 PM PST
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What was the sneaky patch? Can't find any notes. Posted: 22 Dec 2017 02:13 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
New brawl seems quite snowbally Posted: 22 Dec 2017 02:52 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tempo Storm Kala - Coaching - Diamond Muradin Posted: 22 Dec 2017 09:00 AM PST
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Should Abathur mines casting should be clamped? Posted: 22 Dec 2017 08:41 AM PST Me and my friends almost never ever play Abathur, but when we do, I find it weird that when I try to place mines outside the range (accidentally), Abathur starts moving to get close enough to do that command, often getting himself exposed and out of position. I'm just curious to hear what Abathur pros/mains think about that. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heroes of the Storm Hotfix Notes – December 22, 2017 Posted: 22 Dec 2017 03:19 PM PST
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Posted: 22 Dec 2017 11:06 AM PST this li ming kept using his voice line, followed me everywhere, stayed out of fights, and after the match sent me whispers that he was going to find me and rape me. I tried muting him but it wouldn't stop the voice lines. What do I do? [link] [comments] |
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