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Heroes of the Storm Nova

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Guest SomeGuy

I play a lot of Nova, both prior and after rework. Love her a lot and agree, she's at a terrible spot.

I consider the level 1 mana talent useless. I never remember having mana issues and was never not-large about using my abilities liberally. And since I get the reduced mana and cd decoy talent 100% of time, it adds to that. Advanced Cloaking is a must for me, movement speed/mobility is generally OP. Pre-rework it also gave huge sustain which was great and handy, especially without healers. It's also great for chasing and escaping as mentioned.

Snipe Master, even fully stacked, just seems not worth. It doesn't do that big of a damage as you'd want (yeah, you can 1-shot a squishy with Crippling Shot but you can do that anyway), is very easy to lose stacks and forces you to never use Snipe anywhere else than TRYING to hit heroes with it the whole game- a huge detriment and liability. One in the Chamber on the other hand is much more reliable and scales with game time-level. It is 80%, the largest multiplier of any similar talent on any other hero.

Ghost Protocol is hugely underestimated imho- both on its own and compared to Rewind. You get on-demand stealth with it, which is invaluable; Rewind doesn't give you that. It can help you in many sticky situations that would otherwise cause your death and also helps offensively with the no-breaking stealth no matter what mechanic. And yes, it synergizes well with Advanced Cloaking.

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I know that there hasn't been a reply here in a while guys, but note that we are reading and taking note of your feedback! There are always updates planned, it's just a matter of getting them out in a timely manner.

I can only say thanks for all of your feedback! :)

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Yeah, sorry, I haven't really found the willpower to be watching this thread because Nova is that special snowflake hero everyone seem to think they're the expert at (including myself). And yet, she somehow been hovering at a remarkable 45-48% win rate for the last year and a half. Drafting-wise, she hasn't found a spot in any decent team composition for about as long, both casually and competitively. She's about as polarizing as she is frustrating to have on your team, or against you. We could spend hours discussing her talents and base it all on amazing empirical "evidence", or just admit that she's an ultra-niche counter to double-caster teams on two or three maps, and move on because she's totally out of meta. I somehow get the feeling that most people who end up reading the guide are Nova mains looking for some kind of awkward self-confirmation anyway, and not looking for an actual discussion.

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Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

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17 minutes ago, Niteshadow said:

Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

Yeah, it rolled in a week ago. However, the talent is still not good enough to be even Situational. It's still not powerful enough and the stacks are still not easy to rack up.

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On 5/17/2017 at 11:27 PM, Niteshadow said:

Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

The snipe master with explosive round is quite good, 5 stacks are easy to get and then you will have waveclear and aoe damage in fights. 

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Guest Wavebuster

Agreed, the Snipe Master change makes the talent viable now in a Q-based build. Explosive Round's range is actually fairly large, so an expectation of this splashing to at least one hero when fighting at a point of interest is not unreasonable. D3TPLeF.jpg

An additional 50% more overall damage done by the ability for just one instance of splash is nothing to sneeze at. This also makes the ability deal damage through undesirable objects and even punishes tight grouping against Nova. It also does wonders for PvE, making her relevant to push a lane especially with Lethal Decoy as it takes on your Snipe Master and Explosive Round traits. Explosive Round fundamentally changes how the Snipe ability works and removes much of its weakness, and with Snipe Master being far less stringent on its mechanics is very much worth taking in tandem.

A note should be made about Covert Mission for the Hanamura battleground. While I think that the talent is mediocre on most maps, it is a must-have on Hanamura. The 50% faster camp respawn for Nova's and TLV's bribes pays dividends for the Support Camps as they only require one Bribe charge. Nova can more easily sneak out undetected to bring a Healing Pulse to every teamfight and rack up significant team EXP in the process.

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Guest Menhir

I totally agree.

There used to be those games, where you just couldn't get your dmg through to any rather isolated target.

And thus you simply had "nothing to do" but to tickle your enemy... No real benefit for your team at all.

Now, with snipemaster + explosive shot combo you can at least take pressure from lanes and gather some xp and what not.

 

 

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Guest Andrerx470

Snipe master and explosive round also have the best sinergy with rewind at lv20. You can literally fire 2x1200 of damage in a second and if you opened the attack with pinning shot(-25 armor) it becomes 3000 damage. Add a precision strike on the target tanks to SLOWED and they become 4000.

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1 hour ago, Guest Andrerx470 said:

Snipe master and explosive round also have the best sinergy with rewind at lv20. You can literally fire 2x1200 of damage in a second and if you opened the attack with pinning shot(-25 armor) it becomes 3000 damage. Add a precision strike on the target tanks to SLOWED and they become 4000.

This has a few requirements though - you need to be level 20 (and this build is not that great before hitting high levels, and if the opponent team is able to take advantage of this, you will be unable to get there), you need stacks of Snipe MasterSnipe Master and you have to hit the SnipeSnipe. As you can see, this is great in theory, but is unlikely to work well in reality.

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Guest WereElf

Although Nova got only 1 talent reworked, I believe that this guide should be updated. Retaining Snipe Master stacks is much easier now, and Sniper Novas are now viable.

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22 hours ago, Guest WereElf said:

Although Nova got only 1 talent reworked, I believe that this guide should be updated. Retaining Snipe Master stacks is much easier now, and Sniper Novas are now viable.

Right now, we are torn between adding the guide and receiving negative feedback because of how difficult Snipe Nova is, and not adding the build, but have users asking for it. We are more leaning towards the former than the latter at the moment.

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Guest Allon

I know there are a ton of comments above, but I did want to ask if there are any plans to update this guide.

Right now, a fully stacked Snipe Master Nova, with Perfect Shot and Explosive rounds, can dish out almost 1,200 primary damage and ~600 splash every three seconds, if they hit a hero, or every six if not.

This, as noted by the moderators above, is still extremely difficult to pull off, but it seems unreasonable for the guide to still list these talents as unrecommended, no matter the situation or player.

 

To be honest, I feel the biggest thing is that the author, Oxygen, is typically a bit more harsh and puts a lot more red X's in then the other authors.

I completely agree with Oxygen--his arguments for the talents are spot on, but the wording used makes it sound like there will never be a good time to take certain talents.

 

This isn't bad by any means, but as someone who loves reading all the guides, it can make certain heroes look like they only have one viable choice at level--or that certain talents are never worth taking--especially when you read some of the other guides that have a lot more situationals.

I feel even just a few more sentences in the guide explaining certain talents like Snipe Mater can work, but still are not recommended, would help make this guide more streamlined.

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Snipe MasterSnipe Master has been changed from Not Recommended to Situational, and the discussion has been updated as well. If you believe there are any other issues with this guide (or any other, for that matter), please do let us know!

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On 9/28/2017 at 2:02 AM, positiv2 said:

Snipe MasterSnipe Master has been changed from Not Recommended to Situational, and the discussion has been updated as well. If you believe there are any other issues with this guide (or any other, for that matter), please do let us know!

I lol'd when I read Oxygen's comment on Snipe Master; he got that right in one.  "Non-scrub use only".  Very nice change!

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Guest Jonni

Somebody should write down the Snipe Master build too, while the only one here is god for sustained damage that one is definitely better for rapid hit-n-run burst damage.

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The One in the Chamber build still exists, but it does less damage than it used to. 

Snipe Master comes now by default at 1, but Snipe will require the full 5 stacks to do roughly the same damage as before without any stacks at all.

I'm pretty disappointed with the treatment Blizzard gave her. In the wake of the whole stealth mechanic nerf, I thought they would buff her damage as a compensation, but we got a damage nerf instead. 

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5 hours ago, Leadblast said:

The One in the Chamber build still exists, but it does less damage than it used to. 

Snipe Master comes now by default at 1, but Snipe will require the full 5 stacks to do roughly the same damage as before without any stacks at all.

I'm pretty disappointed with the treatment Blizzard gave her. In the wake of the whole stealth mechanic nerf, I thought they would buff her damage as a compensation, but we got a damage nerf instead. 

Yeah, I was a little confused.

They said,

Quote

With these updates, we didn’t want to just do straight number buffs, but rather wanted to see if we could give these characters some new tools and tricks to play with.

And,

Quote

The Snipe Master talent is now baseline to reward careful positioning and aim without having to sacrifice a talent tier.

Which is all well and good, but then they just outright nerfed Snipe so Snipe Master is recovering lost ground.

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Yeah, it's very frustrating. After all these reworks, Nova is still the worst assassin in the game, and it seems that they don't give a damn about it - how can you explain that they gave her baseline Snipe Master, but at the same time they nerf Snipe's damage so that it takes 5 stacks for the spell to do the same damage as it did before without any stacks?

So let's see what do we have now.

> Snipe nerf

> Pinning Shot nerf

> One in the Chamber nerf

> Triple Tap buff (372 per shot, total damage 1116, before it was 338 per shot, 1014 total)

> Holo Decoy buff (10% of Nova's damage)

> Ghost Protocol an extra option to deploy another Decoy

> Level 7 Perfect Shot (Snipe CD reduction improved to 2 seconds)

> Level 13 Psionic Efficiency Snipe range increased to 15% and refunds mana on successful Hero hit

> Level 13 new talent: Ionic Force Field, gives +25 armor for 2 seconds after Stealth is lost

> Level 16 Lethal Decoy damage from Decoys increased to 50%

> Level 16 Explosive Round (same as before, moved from level 13) another nerf of sorts

> Level 20 new talent: Apollo Suit reduces Permanent Cloak CD from 3 to 1 second

> Level 20 Precision Barrage also reduces Precision Strike CD by 30 seconds (so the actual CD becomes 30 seconds per charge)

 

So, Ghost Protocol (key 1) spawns a decoy with the same duration and damage as the E one. Both decoys (yeah you can deploy both decoys) are affected by the talents you take (Anti-Armor Shells for instance will make them hit slower, but harder). I dunno... she might become a "ranged Samuro" or sorts?

 

Level 1 talent choice now seems to go to Covert Ops. Hitting Snipes accurately is gonna be more important now, so the enhanced slow on Pinning Shot will help with that. Advanced Cloaking's bonus movement speed is less important now that Permanent Cloak will provide additional speed on it's own, and Longshot's enhanced attack range will not help the decoys (which seem to be more important as a source of additional damage now).

Level 4 talent choice goes to Holo Stability, because Decoys are more valuable now.

Level 7, One in the Chamber's bonus damage is also triggered if you use Ghost Protocol. Now that One in the Chamber has been nerfed, Perfect Shot could be an option? It's a hard decision but One in the Chamber might still be the way to go.

At level 13 Double Tap is still the choice if you went with One in the Chamber at 7. But Psionic Efficiency favors more Snipe casts. 

So here are the major talent paths I see:

Level 7 One in the Chamber -> Level 13 Double Tap

Level 7 Perfect Shot -> Level 13 Psionic Efficiency

Level 16, again we are torn between 3 choices. One for Snipe, one for Pinning Shot (for the One in the Chamber build) and one for the decoys. Pinning Shot reduces armor, Explosive Round makes Snipe an AOE spell, Lethal Decoy improves the damage of your decoys.

Level 20 - Apollo Suit seems frankly "hot garbage" (now that Stealth itself is nerfed) but could help in improving your movespeed if you chose Advanced Cloaking at 1. However, that talent in particular is less prominent a choice now. Rewind does NOT reset the cooldown on Ghost Protocol.

So with that said:

The Snipe build - Covert Ops at 1 (to improve the Pinning Shot into Snipe combo), and all Snipe-related talents afterward - Perfect Shot at 7, Psionic Efficiency at 13, Explosive Round at 16. Advantages: better waveclear, if really late at 16. Allows you to get whatever talent at 4 (can bribe mercenaries for Blackheart Bay for instance). Disadvantages: putting most of your damage in a single spell that you might still whiff. No good for survivability in the long run although you can still try and confuse them with 3 Novas (1 real hero and 2 illusions)

The One in the Chamber build - mostly the same as before but I personally still prefer Covert Ops at 1. Less damage than it used to. Ghost Protocol has synergy with One in the Chamber itself, but Rewind at 20 does nothing for it. If you choose Precision Strike as your heroic, might be better to get Precision Barrage in the long run.

 

the obvious talent synergies:

Covert Ops at 1 + all Snipe-related talents together. Covert Ops improves the chance of hitting more Snipes.

Advanced Cloaking at 1 + Apollo Suit at 20. (there's little reason to do this now, but still...)

Holo Stability at 4 + Lethal Decoy at 16. You could also use these in conjunction with Anti-Armor Shells at 7, which *should* further improve the damage from your decoys. The problem is, Anti-Armor Shells decreases your attack speed which can be for good or for ill (if you die in between attacks, before dealing significant damage).

I'd say you can make a new build by combining these (although how effective this one is, remains to be seen):

- Advanced Cloaking at 1

- Holo Stability at 4

- Armor-Piercing Shells at 7 (maybe?)

- Ionic Force Field at 13 (the armor buff also appears to benefit your decoys, so no worries about your real hero being found too soon)

- Lethal Decoy at 16

- Apollo Suit at 20 (maybe? more for the mobility than the actual stealth).

Note that when you do choose Holo Stability at 4 and Armor-Piercing Shell at 7, the decoys will attack 4 times at most before disappearing. If you do NOT choose Holo Stability but choose Armor-Piercing, the decoys will attack only twice (!!!) at most before disappearing.

 

Armor-Piercing seems horrible choice when the enemy has rather good burst damage and can burst you down easily.

Edited by Leadblast
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On 12/13/2017 at 2:42 AM, Guest Dang3r said:

Topic not updated yet with new talents of Nova on 13.12.2017

I'm working on an update. Rough week for me with finals. On the bright side, you'll be able to call me Master Oxygen from now on.

I'll have it roll out later today. Thanks for your patience everyone :).

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1 hour ago, Oxygen said:

 On the bright side, you'll be able to call me Master Oxygen from now on.

GZ! =:o)

The work and efforts of the icy-team are much appreciated.

Edited by Emergenza
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After quite a number of (QM) games I played with her I've concluded that One in the Chamber is imho still the way to go. Decoys are still primarily a distraction, nothing more.

 

 

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On 12/15/2017 at 3:05 PM, Leadblast said:

After quite a number of (QM) games I played with her I've concluded that One in the Chamber is imho still the way to go. Decoys are still primarily a distraction, nothing more.

 

 

I like that build as well, but Lethal DecoyLethal Decoy is absolutely bonkers when you're facing a zeratul or some other melee hero trying to jump you. It literally allows you to double your DPS for 10 seconds when used with Holo StabilityHolo Stability and Ghost ProtocolGhost Protocol. 2 decoys lasting 10 seconds dealing 50% damage each is nothing to scoff at.

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      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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