Heroes of the Storm - Why are ranked games where one of the player disconnects in the first seconds of a match and does not reconnects back not canceled like in Overwatch? |
- Why are ranked games where one of the player disconnects in the first seconds of a match and does not reconnects back not canceled like in Overwatch?
- Daily reminder: Specialist does not mean solo laner
- Heroes splash arts are awesome, can we keep the ones we play the most to fill our profiles?
- Daily reminder: Please upload your replays to HotSApi!
- I'd like to thank Blizzard for giving D.Va a much needed auto-attack buff
- INSANE Possession value
- Is Dragonstrike the new Lava Wave?
- The 5 support experience
- HGC website deserves some attention
- We need permanent ARAM mode
- A tutorial on solo lane matchups and appropriate approaches to each one.
- TS Jun with the advanced anti-stream snipe tech
- Thoughts on the Zeratul rework.
- My Lich reached 100!
- I win 7 HL games in a row and get no personal rank adjustment. Lose the next one due to a troll stating he will go afk all game and get negative personal rank adjustment for the loss...
- I think it's time we got more than 3 customization slots
- Rich with one of the most dominating games I've ever seen
- Now I remember what I'm missing so much
- Garrosh makes for a great problem
- Spacestation Gaming's Jschritte is guesting on Trollin' HGC Tuesday. Share your questions here & we'll ask them on the show!
- kharazim fcking dies
- Has anyone else ever done so bad in a QP match that you change skins so no one will recognize you on the off chance you run into the same players in the next game?
- Hots hit 9 for total time of tournament hours and 19 for Total Hours
- B.Net client trying to update while in games
- I think it's about time we get the option for random mount/skin/announcer combo after we select the hero
| Posted: 23 Dec 2017 09:32 AM PST | ||
| Daily reminder: Specialist does not mean solo laner Posted: 23 Dec 2017 04:48 AM PST | ||
| Heroes splash arts are awesome, can we keep the ones we play the most to fill our profiles? Posted: 23 Dec 2017 02:35 PM PST Or put those splash arts in the draft screen or something but the splash arts are awesome, and I'm talking about the full ones that have background instead the generic render type of images with purple background. Maybe the load screen could use those splash arts, that adds a lot of personality to heroes! (A lot of friends and people I met started to play LoL just because their champions splash arts, they reflect a lot of different tastes in characters) For those wondering which splash arts I'm talking about, here an example: http://s3-us-west-2.amazonaws.com/nichegamer/wp-content/uploads/2017/09/07145928/heroes-of-the-storm-09-07-17-1.jpeg [link] [comments] | ||
| Daily reminder: Please upload your replays to HotSApi! Posted: 23 Dec 2017 11:38 AM PST Hello everyone! We all probably know about HotSLogs and how bloated the website is. There have been many alternative sites popping up lately and I just wanted to remind everyone about this amazing site. They provide a web base replay upload method along with a Windows based program. Please consider uploading your replays because the more data we can gather the better. [link] [comments] | ||
| I'd like to thank Blizzard for giving D.Va a much needed auto-attack buff Posted: 23 Dec 2017 09:13 AM PST This was such a frustrating part of her kit for months and I think this will make her more popular once people realize this is about right where she should be balance-wise. [link] [comments] | ||
| Posted: 23 Dec 2017 12:06 PM PST | ||
| Is Dragonstrike the new Lava Wave? Posted: 23 Dec 2017 10:28 AM PST Loud notification about the casting of the ability? Check! Slow moving projectile? Check! Easy to dodge unless masterfully timed and played? Checked! Are people Prometheus running it? Check! [link] [comments] | ||
| Posted: 23 Dec 2017 11:46 AM PST
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| HGC website deserves some attention Posted: 23 Dec 2017 06:38 AM PST Blizzard has done so much to this side and there are so much valuable information on the website, everything from just scores and standings to details about every game in terms of comps, stats, and builds. you should really go check it out. You can see stats from games for the hole year. Just go to any match and click on it to see which builds the pros use, how they do with it, and how they play with them as you can see the VODs directly from every match when you click on them. To ppl who have never used or seen the website before you can also see articles that blizzard post from time to time about the HGC. Link: https://esports.heroesofthestorm.com/en/ [link] [comments] | ||
| Posted: 23 Dec 2017 01:53 PM PST Guess I am going to be the obligatory person that complains about missing content after the new season gameplay update, but I feel like it Blizzard should be remindet about it. When I play HotS, I usually distinguish between playing serious and just wanting to have some fun. For serious gameplay there are the two different draft modes (Unranked and Hero League), so that's fine. When I just want to have some fun I usually play the weekly Brawl (I don't usually play Quick Match, since the game quality can be really substandart from time to time). The Brawl changes from week to week to keep the gamemode interesting, which I think is a good thing. There are weeks with really enjoyable Brawls such as ARAM (All Random All Mid), Pull Party or Snow Brawl. Sadly, there are also weekly Brawls which I personally really dislike (such as gathering 100 coins on my least favourite map) In those later weeks I really miss beeing able to just fool around a little without harming the game quality of my teammembers, who want to have quality games. As far as I know ARAM is one of the most liked gamemodes, if not the most liked one (together with Pull Party maybe). There are at least 3 ARAM maps designed already (Cavern, Silver City and Braxis Holdout) that could make for a rotation. Would it really be to much to ask to make ARAM a permanent gamemode? I wish all of you who read this a good and joyful Christmas time. PS: I know there is a community ARAM channel where you can Host games on Lost Cavern. It's just not the same as the official game mode. [link] [comments] | ||
| A tutorial on solo lane matchups and appropriate approaches to each one. Posted: 23 Dec 2017 07:56 PM PST As a result of the minion/globe changes, the solo lane is more important than ever given its snowbally nature. In both competitive settings and in solo queue play, winning, or at least surviving the solo lane is of great importance on nearly all maps to avoid losing the earlygame, and then perhaps the rest of the game, outright. The first, and most important thing to note, is the classification of solo laners. In my opinion there are five different archetypes of solo laners, each with strengths and weaknesses. A laner's approach to the lane is often decided by which kinds of solo laners are being played on both sides, as well as the amount of pressure on the rest of the map. The first kind of solo laner is the Fighter. These are your close ranged solo laners, often accompanied with high (likely conditional) sustain, high health bars, and high damage. These heroes will outtrade anyone in a straight 1v1, and matchups between two fighters are by far the most skill-oriented and explosive. The heroes that belong to this category are Sonya, Dehaka, Illidan, Artanis, Arthas, Malthael, Rexxar, and Leoric. The second type of solo laner is Sustain Poke. These heroes have consistent healing as well as a source of (usually) targeted poke in their kit. While not the strongest in a drawn-out 1v1, these heroes often also have a strong burst combo if they choose to commit to a fight. Matchups between two heroes in this category can be a very boring handshake, or can be volatile with both heroes trying to burst each other out. Heroes that fit this description are Thrall, Alarak, Ragnaros, and Gul'dan. The third archetype is the Marksman. These heroes are your standard carries, who can also be played in the solo lane. They are categorized by having a ranged autoattacks, but are more frail and often lack sustain. Matchups between these heroes can similarly be very boring, but a missed skillshot or extra auto can easily swing the lane in either side's favor during a trade due to both parties' lack of hp and hp regeneration. Your standard solo lane marksmen are Lunara, Falstad, Valla, Greymane, Zagara, and Junkrat. The fourth kind, and the most boring kind of solo laner, is the Healer. While they are better off grouped with your team, sometimes extenuating circumstances forces a healer into the solo lane. Action in Healer vs Healer lanes are virtually non-existant due to their high sustain and piss-poor damage outputs, which results in an almost always handshook lane. Healers that can solo lane reasonably well are Malfurion, Rehgar, and Brightwing. The fifth type of solo laner will be described as Burst Mage. These are heroes who just want to clear the wave and back up, surrendering the globe if necessary. These heroes often have high damage AOE abilities, but have weak trades and little to no sustain. Laning as and against a burst mage is fairly non-interactive. Heroes that fit this bill are Kael'thas, Jaina, Gazlowe, Probius, Azmodan, and Chromie. Sylvanas, Xul, and Nazeebo count as well, but I'm operating under the assumption that both solo laners know what they're doing. I have left out a few heroes on purpose, as they are special cases and should be treated as such. These outliers include Zeratul, Chen, TLV, and Abathur Fighter Matchups Due to fighters having such great trading potential, they are generally safe picks in the solo lane. However, their lack of range is their biggest weakness. Another significant weakness of fighters is their lack of escapes. If they are ever in a situation where they cannot win the trade, for whatever reason (taking tower damage, ganks, the opponent tapping well), their opponent can simply run them down provided necessary mobility and CC to do so. The only lane opponents that Fighters actually have to be careful about are Marksmen, because the sustained damage output of marksmen easily outpace a fighter's situational sustain. The melee vs ranged aspect of the matchup also means that the ranged hero doesn't have to worry about trading directly into the fighter, instead opting to kite away. The only way the fighter wins this matchup is if they manage to get on top of the marksmen, a difficult feat if the marksmen player is careful. In this matchup, the fighter does not want to push the lane and is safest and most threatening when the minion wave is past the midway point or under towers. When this happens, use the threat of ganks, bushes, and the fog of war to dissuade marksmen from dealing structure damage. Because of the sustain of the fighter, he can often tank the minion wave just outside tower range to avoid tower damage. Be wary when this happens, though, as leaving the minions alive under tower for too long can cause the wave to bounce towards the opponent, a dangerous situation that should never happen. Against all other lane opponents, fighters have a few options for approaching the lane. If the rest of your team is weaker in the early game and there is a constant threat of roams and ganks (due to the opponent having a stealth hero or a potent gank squad), the safest option is to play like the burst mage. Kill the minion wave, and back up. If you kill the wave fast enough, it may even be possible to roam to another lane and try to get kills before the next minion wave arrives, due to the strength of the fighter in skirmishes. Another option that maintains lane pressure on opposing lanes while simultaneously not opening yourself up to ganks is to freeze the lane. Let the opposing laner push her wave towards you, and kill part of the wave while tanking the rest of it outside tower range. The idea is to have two or three more ranged minions on the enemy wave than yours at all times. This keeps the lane pushing into you, while staying small enough to be manageable and tankable. With the lane pushing into you, there is no threat of ganks due to the near impossibility of dives, and puts gank pressure on your lane opponent. If you know you can win a trade, you can stand between your lane opponent and her minion wave, around the halfway point of the lane, to threaten damage or deny exp. If you do this, make sure the minions are not attacking you, and drop minion aggro occasionally by ducking in and out of a bush. This is one of the best ways to win a lane as it denies an entire lane of exp from the enemy team if done well, and forces a response from the rest of the enemy team if they want that exp at some point. The final option is the most aggressive one, best used against Healers. Due to Healers having lackluster waveclear compared to the rest of the cast, pushing your lane opponent in and getting structure damage is the best way to pressure your lead in the lane. Since Healers often also lack in damage, ganks are similarly less threatening as it is easier to just run away. This fails to deny any minion exp from the enemy team, but having a structure advantage can be a great boon both now, as it allows your team to hit talent tiers faster, as well as in the future, as it makes pushing the lane easier. Sustain Poke Matchups Due to the ability to nearly guarantee damage on the enemy laner and heal yourself every few seconds, sustained poke heroes excel at whittling down the enemy hero. If they lose a trade, its not a big deal because they can play passive until they heal themselves up. As a result, these heroes excel against marksmen, because of a marksman's lack of sustain. The most important part of laning against a marksman as a sustained poke hero is spacing. Poke skills such as Thrall's Chain Lightning and Alarak's Lightning Surge easily outrange typical autoattack ranges. However, marksmen can also easily stay within range of their autoattacks while out of range of Alarak's combo or Thrall's Feral Spirit. As such, sustained poke heroes want to stay either in range of their poke abilities while out of range of a marksman's autoattacks, or in range to commit to a fight, while a marksman wants to stay out of range of poke completely or be just in range to auto but not get hit by a root or a combo. If you manage to poke your lane opponent out of lane as a sustained poke hero, one way to capitalize on their low hp is to push the lane in to deny exp while they back, or freezing the wave on your side of the map to deny exp if they wish to stay. Treat burst mage matchups similarly with the caveat of avoiding their poke if applicable. Against fighters, the most important thing to note is to not touch the wave, at least until the fighter starts pushing the wave in. The reason for this is that any damage you deal to minions that the fighter doesn't deal makes it that much easier for the fighter to freeze the lane against you. Once the wave is frozen against you, you will need to commit a large amount of resources to breaking the freeze, whether that means backing, asking for ganks to break the freeze, or your well tap, all of which are things which can set your entire team back in the game. The lane against healers is extremely non-interactive. All trades are quickly healed up by both parties, with the healer recovering faster, and there is little to no kill pressure for either side due to healers having good ways of getting themselves out of trouble. Freezes are ineffective as they are difficult to maintain, and pushing is difficult without a large amount of waveclear. Marksmen Matchups A marksman's greatest strength in the solo lane is their range, but it is also their weakness. Due to their range they lack sustain and often lack CC, as well as having the weakest sustained damage when compared with sustain poke heroes and fighters. They can siege towers with much more safety than a melee hero, but getting into that situation is the riskiest part. These heroes excel against fighters as they can exploit a fighter's lack of poke and engage, while simultaneously out-damaging a fighter's sustain. The best spot for a marksman to be in in the solo lane is, as you can probably imagine, having frozen the lane on their side of the map. This allows a marksman to easily run down a fighter if the fighter takes a poor trade, as well as provides lots of safety due to proximity to their wall. Ganks become much more potent as most fighters lack a consistent escape, and zoning the fighter out of exp range is much easier with a higher autoattack range. If ganks are not a threat, pushing the fighter in can be a good strategy. The fighter is safer and can try to engage you from behind their wall or other sources of fog of war, but you can get tower damage with the help of your minions. If the fighter instead chooses to clear the minion wave, you have a fairly easy time of putting even more damage pressure onto the fighter. As mentioned above, marksmen have a poor matchup against sustained poke heroes unless they manage to get into a sweet spot. The marksman can easily get poked out of the lane, or even killed if their spacing is off by even a bit. This is about as close to a hard counter as you can really get in the solo lane. Healers are similar, but due to their weaker waveclear can be exploited by pushing the healer in and forcing them to choose between clearing the wave and taking trades. Solo Lane Healers A Healer in the solo lane is a poor man's sustained poke hero. You have much better unconditional sustain than anyone you lane against, but your weak trades and waveclear hold you back. Use your HP and mana as a resource to try and go even in the lane. Healers are the hardest class of solo laners to freeze against due to being able to take bad trades to break the freeze without putting themselves behind significantly. The most important part of playing a solo lane healer is probably keeping an eye on the map to know when your team needs help, as well as proper resource management. Solo Lane Mages Clear the wave and play back. Roam if applicable. You lose 100% of the trades you don't take, as well as 100% of the trades you do take. It is extremely easy to gank a burst mage that's pushed up because of his amazing waveclear. Zeratul Even if your opponent can see exactly where you are, the immunity Zeratul enjoys to autoattacks is his greatest strength. Play Zeratul as though he was a sustained poke hero, but only against marksmen and mages who cannot easily reveal him. Zeratul enjoys waves being pushed into him because he has safety with blink should he make a mistake, and the lane opponent does not want to push up because of how susceptible she becomes to ganks or even Zeratul's commit. Playing against Zeratul as a marksman is a simple task of conserving your spells and ignoring the lane. Handshaking the lane is a good outcome for both sides, but keep an eye on Zeratul in the case that he roams. If Zeratul tries to poke you, try to return damage on him since you are likely to win any trades that last longer than a second. Chen If your lane opponent can out-dps your shield, Playing against Chen is a matter of counting to 5. If Chen goes in before you can count to 5, he won't have his shield up. If he waits til 5, his rotation becomes predictable and you can just walk out of range. If he pushes you in, call for a gank. Alternatively, lose gracefully and win the rest of the game, provided you don't do boss, ever. TLV and Abathur If you find yourself laning against a locust or a confused Nord, you have two options as usual. Freeze the lane or push it in. Freezing is for if you want to deny exp (remember to kill the hat and only the hat) and if you're afraid of ganks, and pushing nets you structure damage and accelerates the game. If you are playing as Abathur and find your lane frozen against you, the best solution is to repeatedly hat an archer minion. If the enemy laner kills it, the wave may start to push back towards you (assuming you force your opponent to kill ranged minions more often than you spawn locusts). If not, you get exp for having a hat near a dying minion. Do not cast spells unless you want to make the freeze worse. Another tutorial on spacing and minion manipulation coming soonish. tl;dr freeze or push if winning, dont get frozen on if losing. if losing, ask for ganks. if winning, create situations where enemy laner can get ganked rock = fighter (bruiser) scissors = heal + poke (other bruisers) paper = marksmen (aa dps) [link] [comments] | ||
| TS Jun with the advanced anti-stream snipe tech Posted: 23 Dec 2017 12:14 PM PST | ||
| Thoughts on the Zeratul rework. Posted: 23 Dec 2017 07:19 PM PST There has been quite a lot of discussion about the state of Zeratul post patch, and as a Zera main I thought I would write some of my thoughts on the matter. So prepare for a wall of text. Much has been said about how weak the new Zeratul is. And while I am not here to argue that Zera is as good as he was before, just that the optimal style of play has changed a bit. The Zera rework came with a patch that introduced several other important changes that allow for a very different style of Zeratul play. His waveclear is more valuable now that merc damage has been buffed, and he now does a decent job taking early siege camps now much like Zeratul back in alpha. With Vorpal being added to his base kit, and with the globe changes, [[Shadow Hunter]] becomes very valuable. Combined with the loss of his level 4 power spike, leads to a very spec like early game that is more about globe hunting than ganking. His real power begins post 10 once you pick up [[Might Of The Nerazim]]. This is when you start being able to start bursting down heroes. Combined with [[Wormhole]] you are able to safely burst from long range with a E->R->Burst->E that basically provides Blink/Wormhole with double the range. Level 4 The loss of [[Combo Slash]] has been a huge hit to his level 4 power spike. [[Darkness Descends]] seems like his old level 10 moved into level 4. But without the added speed boost getting full value is difficult. [[Psionic Strength]] is the current popular choice, but it is tricky to utilize fully. One thing to remember that Singularity spike has its buff calculated at time of cast, while Psionic Strength only buffs after damage is triggered. Which means if you quickly SS->AA->Cleave then both SS and AA will be unbuffed and Cleave will only have 1 stack. So it is more beneficial in this particular case to delay the cleave until after the SS does damage so it gets 2 bonus stacks. It becomes an intricate game of timing your damage to try to keep your stacks at maximum. But it does mean new Zera does better in long solo battles with low damage heroes like tanks. Level 7 There has been some Discussion regarding which is the better mobility option Wormhole or [[Seeker in the Dark]]. Glaurung has stated he still feels Seeker in the Dark is the go to pick. This isn't necessarily the consensus among all pros as Rich seems to play Wormhole exclusively, which is not surprising seeing as it used to be the dominant pick before the nerf from 3 to 2 seconds. I personally feel that with the Shadow Hunter talent Wormhole is the better option. With the CDR Blink ends up with a 5-6 second cool down. This has several advantages. First, you can safely re-engage every 6 seconds (with Cleave CD), instead of 12 seconds with Seeker. Second, it is safer to Vorpal back since the escape CD is shorter and starts when you first engage. Finally, you can use blink and wormhole to proc the ult's passive for practically no mana. You do lose the speed boost from Seeker, and you lose the [[Sentenced to Death]] synergy, but the added positioning allows you to make use of [[Void Slash]] instead. Void Prison and Cleave Build Does having the best ult in the game automatically make a hero viable? The huge drop in VP win rate finally answers that question. None of the level 4 damage options can compete with the power spike that used to be provided with Combo Slash, and going VP now forgoes that and Rewind, losing both his mid and late game power spikes. VP is also interesting because not only is it arguably the best heroic in the game, it is also the only heroic where level 20 is arguably worse than its level 10. Post patch VP does not work with the regular Zeratul build, but a case might be made for VP in a cleave build. Pre patch, cleave build was borderline viable (if I was being generous). But post patch cleave build is objectively better for levels 1-19. It gains baseline Vorpal blade, which was a big sacrifice in the old cleave build. It was the only build that didn't pick Combo Slash, and It also benefits from the Wormhole buff as Wormhole provides better positioning than seeker in the dark. So in theory a cleave build with VP today is better than a cleave build pre patch before level 20 (No Rewind). Yes, you lose rewind, but So is Cleave/VP build viable? I don't really know. I haven't tested it enough times to render a verdict but my initial impression is that cleave build is still too weak. Maybe a better player than myself could give it a run and see if it works. I have a feeling that if VP were to still be viable, then it will be in a cleave build. Moving forward I think Zeratul's win percentage will improve slightly as people start to get a better feel for the new Zeratul, but I feel he will still settle down at a low win percentage. I think the likely next step for the devs would be a boost to his base HP, that would be a nice overall buff and also buff an under performing talent in Shroud of Adun. One personal suggestion would be replacing Warp Skirmisher. It feels like a filler talent, and is the only talent in its tier that doesn't provide an engage, making it a horrible option post stealth changes. I would love to see it replaced by a talent that gives cleave a teleport range (think Malfurion's Astral Communion). The teleport range doesn't have to be very large, maybe half that of blink. But it provides a nice engage, and allows for repositioning to land that perfect cleave, it also allow for some interesting plays post 16 thanks to the CDR on cleave. I would love to see Cleave/VP become viable because I think it would be a shame if the game lost such an impactful ult like Void Prison. [link] [comments] | ||
| Posted: 23 Dec 2017 05:37 AM PST I've reached level 100 with Kel'Tuzad and also reached level 2000 at the same time! What a big milestone to celebrate it with the level 100 KTZ flair :) [link] [comments] | ||
| Posted: 23 Dec 2017 06:58 PM PST Seriously what the hell? I thought performance based MMR was supposed to prevent this type of garbage. [link] [comments] | ||
| I think it's time we got more than 3 customization slots Posted: 23 Dec 2017 06:27 AM PST Basically the title says it all, I think we should have more than 3 custom slots. A lot of heroes have tons of cool skins (Valla/Jaina/Tyrande/Diablo/etc...) and I want to be able to use all them without having to switch around and have a class set to be just that class. [link] [comments] | ||
| Rich with one of the most dominating games I've ever seen Posted: 23 Dec 2017 01:57 PM PST I watched Rich last stream and found a pretty crazy Zul'Jin game. This is Korean Master HL. Link : https://www.twitch.tv/videos/211651759?t=02h03m51s For those who don't have time or don't want to watch the game, this is the final stat screen. Note that this is a 13 minute game, that means about 11k damage per minute. At 9mn30, lvl 13, he has already 90k damage. So in the last 3m30 he had 15k damage per minute. He finished Zul'Jin quest in 4 minutes at lvl 6, and finished with 429 stacks. That's 33 AA against enemy heroes per minute. He had also 110 stacks on his W. I've honestly never seen a stat like this, even by other pro players. Obviously it was against double warrior, with a Leoric eating his AA like candies. Still pretty impressive. First post on reddit, I've nothing to do with Rich but I just wanted to share because I was pretty amazed. If you have other examples of such crazy high hero damage stats you can share it too. [link] [comments] | ||
| Now I remember what I'm missing so much Posted: 23 Dec 2017 01:24 PM PST Just had my first back-and-forth game of the day. Both teams got to level 20 on braxxis. We were behind big, but we wiped them at the boss and were winning for a while before we lost one big team fight at the end and just barely lost with a fight at the core. The rest of my games today were all 1-sided slaughters (in unranked). I don't know if its matchmaking, or lane changes, or what, but the quality of the matches since the patch has been awful. Most games are uncompetitive, with few twists and turns. I miss that back-and forth comeback style where there is incentive for teams that are down to stick around and fight, compared to the snowball style now. [link] [comments] | ||
| Garrosh makes for a great problem Posted: 23 Dec 2017 08:36 AM PST | ||
| Posted: 23 Dec 2017 11:11 AM PST On Tuesday we'll have both Jschritte and Trent on to discuss gaming houses and NA. I'm sure there are more questions reddit would like to have answered by Jschritte or Trent, so just like last week, post them here, and we'll do our best to get them answered. You can catch the show live on Tuesday 12/26 at 7:30 PM EST (https://twitch.tv/TrollsGG). [link] [comments] | ||
| Posted: 23 Dec 2017 01:14 PM PST
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| Posted: 23 Dec 2017 12:13 AM PST "Jasper Frostlord Rexxar? No, no, I'm actually Orc Beastmaster Rexxar. Completely different guy." edit: QP = Quick Match. I thought it was called Quick Play. [link] [comments] | ||
| Hots hit 9 for total time of tournament hours and 19 for Total Hours Posted: 23 Dec 2017 06:57 PM PST
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| B.Net client trying to update while in games Posted: 23 Dec 2017 02:23 AM PST As title states, this keeps happening more and more and it's a little annoying. It's a full blown admin permission window that minimizes the game. Should perhaps do a check to see if any games are running before do this. [link] [comments] | ||
| Posted: 23 Dec 2017 09:03 AM PST |
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