Heroes of the Storm’s Li Li Hero Week

"Take Me with You!"

- Li Li, World Wanderer

Li Li is the niece of Legendary Pandaren Brewmaster Chen Stormstout, and she enjoys exploring strange new places, meeting new people, and kicking bad guys in the face! She hails from the Warcraft universe, and in Heroes of the Storm, Li Li takes on the role of a positional Support that protects her allies by throwing out healing brew and blinding enemies. This spunky Pandaren has more than a few tricks up her sleeve, so you’ll want to stick close by her on your adventures in the Nexus!

Background

Born upon Shen-zin Su, the Wandering Isle, Li Li Stormstout led a somewhat uneventful life until she began reading the journals of her Legendary uncle, Chen Stormstout. Soon, nothing would sate her desire for adventure, exploration, and pestering adventurers around Halfhill. Though Li Li’s father Chon Po didn’t approve of her wanderlust, in time she began to chronicle her explorations in a travel journal, which included a risky venture into a forbidden area of her island home. In time, Li Li chose to leave the Wandering Isle behind in order to start an adventure of her own, and was later joined by her uncle Chen. Together, they searched for (and discovered) their fabled homeland, Pandaria.

  • "Blinding Wind" [E] is a fantastic ability to use when opponents engage your teammates. The ability will block auto attacks from your enemies.
  • When using push compositions, choose "Jug of 1,000 Cups" [R] to keep your allies at maximum health.
  • Li Li’s Combat Trait, "Fast Feet," is incredibly powerful in both offensive and defensive measures. Use it to setup a kill with "Water Dragon" [R] or flee from a chasing enemy.

"I’m not lost. I'm just exploring in a different direction!"

Li Li’s starting skin in Heroes of the Storm is bright and full of spunk, just like she is!

The newest Li Li alternative skin we're revealing is one that any worldly explorer (or insect-catcher!) is sure to appreciate!

  • Explorer Li Li - The Explorer’s League is known for their progressive stance on accepting members of all species into their ranks. If you’ve got a heart that longs for adventure and discovery, you’re in!

The original concept art for Explorer Li Li!

"As an explorer, it's my duty to learn everything I can about the Nexus.
So what if I have to bash a few skulls along the way?"

- Li Li, World Wanderer

  • Li Li is the niece of Legendary Pandaren Brewmaster Chen Stormstout!
  • She believes that life is an adventure!
  • Li Li was born upon Shen-zin Su, the Wandering Isle. This island is actually a great sea turtle that roams the oceans of Azeroth!
  • Li Li and her brother Shisai were trained in the martial arts from a very young age.
  • Li Li once ruined a musical she was participating in by falling asleep behind the stage’s curtains.
  • The mystical Pearl of Pandaria showed Li Li a vision of Pandaria under the fog, prompting her to search for their fabled homeland.
  • Li Li was inspired by the writings of her uncle Chen, and chronicled her own explorations in a detailed travel journal.
  • Patience is not one of her virtues.
  • “Okay, so, I'm all like, "Hey, what's up?" and you're like, I'm gonna poke you and I'm all, "Whacha doin'?" and you're like, I'm gonna keep poking you and I'm like, "Seriously?" an' you're all just like poking me? Like, what's your deal...” – Li Li Stormstout

Since Li Li’s introduction leading up to World of Warcraft: Mists of Pandaria, many talented artists have sought to illustrate this energetic and passionate Pandaren. Below are five fantastic pieces of fan art featuring Li Li Stormstout, which were submitted by talented artists from around the globe.

"Li Li" by Primmly "Not Sleepy Uncle Chen…" by Sara ‘Lavannah’ Thorsten

"Li Li Stormstout and the Brewbender" by Ghostwalker2061

"Stormstout and Cloudsinger" by SketchyBailey "Welcome to the Valley" by Karn Kirk Ratanasin (kkr22)

"Let’s Drink, No War” by Breathing2004

Li Li’s curiosity and thirst for adventure and has had a profound impact on recent events within the Warcraft universe. If you’re interested in learning more about Li Li and the fantastic world she inhabits, make sure to check out the following related content featuring this spunky Pandaren:

You can check out some official art and screenshots featuring Li Li Stormstout below:

"You can say uncle all you want, but Chen won’t save you!"

We hope you’re enjoying Li Li week! What’s been your favorite part so far, and what else would you like to see? Let us know in the comments below!

Remember to stay connected to the latest Heroes of the Storm updates by following us on Twitter, Facebook, and YouTube!

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  • Dev Watercooler: Raiding Azeroth Part 3—Warlords of Draenor

    In the final installment of this Dev Watercooler series, Lead Game Designer Ion “Watcher” Hazzikostas walks you through the team’s raid design philosophy for Warlords of Draenor.

  • Warlords of Draenor: Equipping for Battle

    War looms on the horizon, and although the Iron Horde poses a substantial threat to all of Azeroth, old grudges between the Alliance and the Horde are not so easily set aside. As Warlords of Draenor development continues, we wanted to share some exciting changes coming to PvP gear and how you’ll earn it in the expansion.

Dev Watercooler: Raiding Azeroth Part 3—Warlords of Draenor

Over the course of WoW’s nearly 10-year history, raiding has probably undergone more iteration and change than any other game system. To put the upcoming Warlords of Draenor raid changes into proper context, this three-part blog series will attempt to retrace the twists and turns of our raid design philosophy from Molten Core through Siege of Orgrimmar.

In this final entry, Lead Game Designer Ion “Watcher” Hazzikostas wraps things up by taking a look at the raiding philosophy and design changes coming in Warlords of Draenor (Warlords).

Warlords of Draenor (2014)

As we announced at BlizzCon, we’re excited about the opportunity to extend our Flexible Raid tech to address some of the long-standing problems we’ve been grappling with as a design team for over 5 years now. Here’s a quick breakdown of how the new system works: We’re relabeling Flexible Raid mode Normal, and it will serve as the new baseline point of entry to organized raiding. We’re also combining the current 10-player and 25-player Normal modes into a single Heroic difficulty. Finally, we’re consolidating 10-player and 25-player Heroic into a new fixed-size 20-player Mythic difficulty.

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This system will allow the vast majority of players to raid with a wide variety of possible raid sizes, and reap the benefits of that structure. One of the major upsides of a 13-player raid is that you don’t have to worry about canceling if one or two people aren’t able to make it; you also don’t have to worry about asking someone to sit out if everyone shows up. This, in turn, means that raiding in an organized group is possible without the same feeling of obligation, and that such groups will be much more resilient in practice.

While we’ve made significant strides in tuning 10-player and 25-player Normal modes to be comparable in difficulty over the course of Mists of Pandaria (Mists), precise 10 vs. 25 Heroic tuning has continued to be a major challenge, especially on important fights such as Lei Shen (easier with 10) and Garrosh (easier with 25). Consolidating to a single raid size for Mythic will allow us to focus on delivering the best possible experience for our competitive hardcore raiders, while the flexible nature of Normal and Heroic mode provides an avenue for smaller groups to organically grow and continue raiding if they want to give Mythic a try.

Group Finder

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Another central innovation in Warlords is our Group Finder feature, which will allow players to easily form and search for raid groups (among other activities) with players from their entire region. While this series of blogs has mostly focused on pre-existing social structures, pick-up groups continue to be tremendously important. Chance meetings in such groups have formed the basis for many a friendship, and recurring weekly pickup groups have given rise to more than a few guilds over the years. For players who want to take the next step beyond Raid Finder, or who want to find a weekend run for their alt, or who just need a last-minute tenth member for their raid, Group Finder will make that process easier than ever before.

Raid Finder

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Raid Finder still has an important place within the new Warlords raid structure. Many players cannot or simply do not want to commit to a fixed group. And no matter how convenient we make organized raiding through Group Finder, it’ll never be something you can jump in and do for 45 minutes during your downtime on a busy day, the way you might do a Raid Finder wing.

However, we’ve also learned other lessons from our experience with Raid Finder over the past two and a half years. Raiding a single zone with a guild or group of friends can stay engaging for months, and one of the core reasons for that is the pacing of progression through a zone. A raid group might start out learning a new boss or two each week; that pace slows as the raid reaches the later bosses near the end of a zone, and more time each week is spent re-clearing “farm content” to gear up further. This keeps the experience varied, and even if you don’t get the specific loot you were hoping for in a given week, you’re seeing your friends and guildmates progress and get stronger, and you’re feeling the impact of those upgrades as you kill bosses faster and faster.

Raid Finder offers none of that. Your ninth clear of the Underhold section of Siege of Orgrimmar is likely no faster than your second (and might even be slower); you aren’t experiencing anything new or different. So how can we make Raid Finder a more compelling and enjoyable experience? A decent first step is to make it significantly more generous than it has been in the past, nearly doubling the rate of reward to better match the overall pacing of the content.

Our intent is for Raid Finder to allow players to experience our raid content, see the conclusion of major storylines, and witness the epic environments that our artists create without needing to commit to an organized raid group. We’d like to focus on that purity of purpose, and minimize the elements that have made guild raiders feel like they needed to do Raid Finder each week as part of their core progression. Accordingly, while loot will be awarded more frequently, Raid Finder in Warlords will have different loot tables than the Normal, Heroic, or Mythic versions of the raids, along with different item art. The gear will fall in between dungeon loot and Normal mode raid loot in terms of power, as it does today, but without the set bonuses and specific trinkets that tend to make raiders feel like they need to run Raid Finder alongside their weekly guild raids today.

After a player gets quickly geared up through Raid Finder and starts thinking about venturing into Normal mode for better rewards, their Raid Finder loot and combat experience should prepare them to take that next step—and Group Finder will make the process easier than ever before.

Raid Lockouts

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In Warlords, each raid difficulty will have its own weekly lockout. We gave careful consideration to how the lockout system should work, and which difficulties (if any) would share lockouts. Having seen how Flex works today, it’s clear there are many benefits to having our raid difficulties on separate lockouts: Players might currently raid Normal or Heroic Siege of Orgrimmar with their guilds on a set schedule, but then join real-life friends on another server for weekend Flex runs and a chance to grab some off-spec loot. Players who are regularly clearing Normal, let alone Heroic, Siege of Orgrimmar quickly find that they don’t need much main-spec loot from Flex. Most players who are doing Siege in multiple difficulties each week are doing so with different social groups, and we’d like to preserve players’ freedom to do so.

As for Heroic and Mythic, having those difficulties share a lockout would present a number of technical as well as logistical challenges: Heroic is a flexible-size loot-based lockout; Mythic is a fixed-size boss-based lockout, limited to a single realm, with a static ID. The two simply aren’t congruent. Having these on a separate lockout also simplifies some things for high-end guilds that are trying to manage progress on a limited schedule, and currently have to carefully budget enough time at the end of each week to re-kill remaining bosses on Normal difficulty for loot. In Warlords, those groups will be able to frontload their farming for the week and then work on Mythic progression for the rest of the week without worry.

Reflecting on the “Trial of the Crusader problem” in Patch 3.2, much of the issue there stemmed from the way Emblems worked at the time. Badges obtained from raid bosses and dungeons were necessary just to buy set pieces, and so guilds felt obligated to keep clearing something like 10-player Normal Trial of the Crusader, even if they needed none of the loot, just for the extra Emblems. In Warlords, we are scaling back Valor, along with the incentive to cap Valor weekly. Less linear layouts and shortcuts that allow experienced groups to skip to certain bosses should let raiders target the specific content that interests them. In general, we’re erring on the side of giving players choice and freedom, and we feel that our character progression systems are better structured now and will not encourage excessive repetition of the same content.

Raiding Draenor

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The raiding system we’re introducing in Warlords draws upon ten years of experience and all of the lessons we’ve learned along the way. We feel this system will provide the best possible raid experience to as many players as possible, regardless of their play style, and we’re excited for you all to try it. We’ll be paying close attention to your constructive feedback, and watching carefully once raid testing begins in our upcoming beta.

Warlords of Draenor: Equipping for Battle

War looms on the horizon, and although the Iron Horde poses a substantial threat to all of Azeroth, old grudges between the Alliance and the Horde are not so easily set aside. As Warlords of Draenor development continues, we wanted to share some exciting changes coming to PvP gear and how you’ll earn it in the expansion.

I’ve Got the Power!


In Mists of Pandaria we introduced the PvP Power stat, which allowed PvP gear to be functionally superior to raid and dungeon gear in PvP combat without exceeding the value of its equivalent PvE gear in PvE content. That was largely a success in instanced PvP Arenas and Battlegrounds, but we think we can do better—while also granting players those same benefits in outdoor world PvP. So, in Warlords of Draenor, we’re taking a different approach.

PvP gear in Warlords will no longer have PvP-specific stats. Instead, it will scale up to a higher item level as soon as you enter a designated PvP area, such as an Arena or Battleground, or as soon as you enter PvP combat anywhere else in the world. If you’re out questing with PvP gear, your items’ base item level will be used while fighting back the Iron Horde, but the second that raiding Druid tries to gank you, your higher PvP item level kicks in and you’ll have the upper hand. Each piece of PvP gear will have its PvP item level displayed clearly on its tooltip, so there’s no guesswork involved.

On top of that, all gear—even gear found in PvE content—will be scaled up to a certain minimum item level in any designated PvP area. That minimum is still lower than any of the actual PvP gear, but a fresh level-100 character who’s just wearing some dungeon gear, or even whatever they picked up while questing, will not be at quite as severe a disadvantage should they choose to step into a Skirmish or Random Battleground.

One added benefit of this new system is that most PvE gear will no longer need to be downscaled in PvP areas, as the equivalent PvP gear is already a higher item level in PvP situations. Instead of making players wearing PvE gear feel weaker in PvP, this makes it so players wearing PvP gear feel stronger. The only exception is Mythic raid gear. Mythic’s PvE item level and Conquest’s PvP item level are very close, so we’ll be downscaling Mythic gear slightly in designated PvP areas just to make sure that Conquest gear remains the best available for PvP.

What’s In the Box?!

The Warlords of Draenor expansion will also bring some major improvements to the way PvP gear is earned. For starters, we’re vastly improving the bonus rewards you can earn from doing Random or Call to Arms Battlegrounds. At the end of a match, you’ll earn a Bronze, Silver, or Gold Strongbox—or possibly all three. Which Strongboxes you earn depends on how well your team did in the match, but you can still earn them even if your team doesn’t win.

Take Warsong Gulch,for example. If your faction captured at least one flag before the game ended, you’ll get the Bronze Strongbox. Capture a second, and you’ll earn both the Bronze and Silver. And if you capture all three, not only do you win the game, but you’ll also earn all three Strongboxes. We’ll be restructuring the scoring of other Battlegrounds slightly (such as changing Arathi Basin to end at 1,500 points) so it’s easy to figure out what you need for each Strongbox.

Inside those Strongboxes could be any number of rewards: Honor points, Conquest points—even gear. Better Strongboxes can have better rewards, so even if your team is behind in the match, it’s worth keeping up the fight to try to earn the best reward you can.

Of course, Skirmishes (the unranked Arenas we announced a little while back) will have rewards as well. We’re still discussing exactly how we want to hand them out, but you’ll be able to earn gear and Honor by playing Skirmishes if you’d prefer.

A Veteran’s Honor


Another issue on our radar is the ever-increasing item level gap between the gear you can purchase with Honor and Conquest points. To help bridge that gap, in Warlords we’re going to have three separate tiers of PvP gear.

It starts with an introductory set of a quality similar to today’s Honor gear, except you’ll earn it much, much faster. That set comes primarily through the Strongboxes, and you’ve got a high chance of getting a piece in each Strongbox you earn. After that starter gear comes a new set: Veteran’s gear. There’s a small chance to find a piece of Veteran’s gear in a Silver or Gold Strongbox, but you can also purchase Veteran’s gear with Honor points. That gear’s PvP item level will be halfway between the starter gear and Gladiator’s gear.

Adding the Veteran’s tier accomplishes a lot of things for us. First, it helps make sure that someone who wants to step into rated PvP later on in the season isn’t nearly as far behind their opponents in gear. Second, since the basic gear is earned so quickly, that helps ensure players get those important set bonuses, trinkets, and so on without too much trouble, and helps put everyone on a decent baseline in their ability to compete. For players who enjoy PvP but aren’t really interested in jumping into rated competition, earning Veteran’s gear will feel a lot more rewarding.

As for Gladiator’s gear, we’ve been pretty happy with how Conquest points have worked in Season 15, but we are making one small change: Rated Battlegrounds and Arenas will have the same base Conquest cap. That cap can then be increased by your rating in either Arenas or Rated Battlegrounds (whichever is higher). Instead of giving you extra Conquest points, winning a Rated Battleground will allow you to use a bonus roll token for a shot at a piece of Gladiator’s gear, similar to the Celestial world bosses on the Timeless Isle. This tweak makes the weekly Conquest cap easier to understand, while still providing an extra incentive for running Rated Battlegrounds and letting you use your bonus rolls on PvP gear through PvP.

The Island


While these changes will bring some pretty exciting changes to World of Warcraft PvP, there’s still another major piece to this puzzle: Ashran. We’ll be sharing more details on what you can earn from Ashran soon. In the meantime, we look forward to seeing you on the battlefield!

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  • Dev Watercooler: Raiding Azeroth Part 2—From Cataclysm to Today

    In the second installment of this three-part Dev Watercooler, Lead Game Designer Ion “Watcher” Hazzikostas walks you through the evolution of World of Warcraft raid philosophy from Cataclysm through Mists of Pandaria.

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  • Dev Watercooler: Raiding Azeroth Part 1—A Look Back
    In this three-part Dev Watercooler, Lead Game Designer Ion “Watcher” Hazzikostas looks back at our raiding philosophy through the years and sets the stage for Warlords of Draenor. In this edition, we start from the beginning.
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