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Heroes of the Storm Tyrael

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7 minutes ago, Leadblast said:

so much for your Tyrael knowledge huh

You know this makes you look very insecure yes?

In any case, forgive me for not memorizing details for a talent that practically never shows up in competitive and thus I almost never see used.  The talent tool tip does not say it grants Unstoppable and I didn't have a chance to test it because I'm at work.

Care to answer the question asked then?  Does Tyr win or does the Butcher?

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52 minutes ago, TSRD said:

You know this makes you look very insecure yes?

Why would I be insecure? Unlike you, I have played this hero like hundreds of times before.

I think I stung a nerve on you and now you're the insecure one.

Now ask yourself, if you had kept your mouth shut, would that have happened?

 

To answer that question, I've never seen this scenario in that both heroes would charge at each other with their respective skills. So I have no idea of what would happen. What I do know is that it would be incredibly dumb of a Tyrael player to 1v1 duel a Butcher just like that, so I wouldn't cast Judgement on him, UNLESS I actually had teammates behind me to back me up in case that Butcher tries to cast Lamb + Brand on me. Then again, if the Butcher saw that I was actually not coming alone at him, and he was alone, he probably wouldn't charge at me either. And if we both were along with our allies in a big teamfight, I would probably find a better target for a Judgement than a Butcher.

But yes, Judgement is unstoppable once it gets going, past this 0.75s time window, before he starts dashing at the target. While he is unstoppable, some abilities like Zagara's Devouring Maw CAN still stop him in the middle of the dash. If other enemy heroes get in his way while he's dashing they just are knocked aside, this is in the skill's description, and I've seen it several times already, so that's a fact. Also it's still very much possible to interrupt Tyrael in the 0.75s time or cancel his Judgement altogether during that time by becoming untargetable (with cloaking abilities for instance).

Edited by Leadblast
"Thousands" was a gross overestimation of my actual time playing this game, it's about a single year, but enough time to have played Tyrael several hundreds of times before, anyway.

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2 hours ago, Leadblast said:

Why would I be insecure? Unlike you, I have played this hero like hundreds of times before.

I think I stung a nerve on you and now you're the insecure one.

Now ask yourself, if you had kept your mouth shut, would that have happened?

Usually the person who first insults tends to be insecure about something relating to the topic, especially when about knowledge of something. Regardless of any insecurities running around here; I doubt it's common knowledge that the heroic does make Tyr Unstoppable during his charge/dash since the tooltip doesn't state it and personally; I've yet to see that heroic in action myself. Anyway; since the question couldn't be answered; see below;

2 hours ago, TSRD said:

Does Tyr win or does the Butcher?

To my knowledge and by definition; since there's a stun at the end of both respective abilities (and they're both Unstoppable during the dash) it would depend on:

1) The implementation of the abilities.

If the devs had implemented it as such that being Unstoppable and applying the stun were two separate things then who ever hits first would lose in the following sequence; charging while cc immune -> not being cc immune and attempting to apply stun onto target who is cc immune -> getting stunned. Though the concept of hitting first is quite iffy due to the second dependent condition below..

2) Timing and connection

If your connection to the server is worse than the other persons'; you'll probably lose. And by timing I mean the computation/adjustment of the pathing for tracking (again client/server bits)

Since hitting first should be out of the question (assuming good connections); they will hit each other at the same time so again it'd depend on the implementation. In short; if the Unstoppable and stun are at separate times (NB for both heroes); then they both are stunned (and knocked away in Butchers' case). If they're Unstoppable until the entire ability ends then no stuns (and Butcher again gets pushed)

As for a situation where this is plausibly possible; Tyreal get targeted by Butcher during the channeling and Tyreal has targeted Butcher. 

Sadly this isn't down the heroes's spec or anything and gets nitty-gritty into implementation that is hidden from us (sorry to administrators for off-topicness). Please note this is speculation based on logic and other bits.

TL;DR - They need to update that tooltip badly as cc immunity is kinda huge

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3 minutes ago, MurkyFelix said:

Usually the person who first insults tends to be insecure about something relating to the topic, especially when about knowledge of something. Regardless of any insecurities running around here; I doubt it's common knowledge that the heroic does make Tyr Unstoppable during his charge/dash since the tooltip doesn't state it and personally; I've yet to see that heroic in action myself.

It's kind of hard for me to believe that you've never, ever seen Tyrael's Judgement in action before, unless you have a really short time of playing this game, and if so, you're really in no position whatsoever to question me, or imply that I'm insecure about my knowledge of the character (which is not the same as implying that I've already known everything). 

In any case, it wouldn't have been THAT hard to make a test yourself and come up with this:

judgement.thumb.jpg.969120c2e27aed795458907514d336fb.jpg

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I'm giving the situation a test (Tyrael vs Butcher AI in Try mode). It seems that Judgement wins over Ruthless Onslaught, but I'm not quite sure if the abilities were cast simultaneously. I have cast Judgement while Butcher was charging at me and I'm still stunning him (while not being stunned myself by Onslaught). Probably because Judgement is an heroic?

Also, while Tyrael does stun Butcher without being stunned, Tyrael still eats the Onslaught's damage. I even died once in the dashing animation (yes, my ghostly form was for a split second in a dashing posture before I moved it).

Edited by Leadblast

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13 hours ago, Leadblast said:

It's kind of hard for me to believe that you've never, ever seen Tyrael's Judgement in action before, unless you have a really short time of playing this game, and if so, you're really in no position whatsoever to question me, or imply that I'm insecure about my knowledge of the character (which is not the same as implying that I've already known everything).

I've never seen a real player play TLV either (except on stream) so believe what you want ¯\_(ツ)_/¯. Also I did not mean to imply anything; just seems like there's a lot of bicep comparing going on of late about Tyreal so everyone's insecure! (Hurray!)

Regardless; can guide writers update the discussion with that Tyr is cc immune during Judgement? <3

Edited by MurkyFelix
I did a typo :(

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I find it hard to believe that Salvation is not recommended. It's not a bad talent. There are many situations where my own survival is in far more peril than my allies. It's also useful to help me rotate back into fights. I am basically guaranteed a strong shield no matter how low my health is; without the upgrade, my shield feels meaningless at times.

I also find the same issue with Divine Vigor. It's not a necessarily terrible talent given its synergy with Tyrael's many AA talents. It's applicable anywhere and allows Tyrael to duel many heroes. With Purge Evil, both talents combine to make Tyrael a powerhouse in enemy backlines, gaining 105% more damage and sustain if your Smite hit 3 heroes - a common occurrence if you time right. With Eldruin's Seal, you might wonder what hero can stop you. Perhaps Divine Vigor and Purge Evil could be considered situationally recommended than not.

Law and Order I agree is not particularly impactful. There is synergy with Smite the Wicked, but I find the value is unreliable. Smite should reduce the cooldown of Righteousness by 1.5 seconds per hero hit instead of 1.

Burning Halo I find to be interesting. It's certainly not impactful as Horadric Reforging, but if you didn't go for talents related to Eldruin's Might, then there might be a case for this talent since the burn damage can be quite potent. Same with Smite the Wicked. Both talents should be considered situationally recommended if talents related to Eldruin's Might weren't picked.

Overall, I know this guide supports Eldruin's Might related builds for obvious reasons, but in cases where the utility could be forsaken, the AA builds are definitely on par in terms of viability.

Edited by Trensicourt

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I'm honestly surprised Tyrael isn't considered stronger on Braxis Holdout. Being able to prevent enemies from contesting the objective with Holy Ground seems pretty strong. He can't necessarily hold one of those points indefinitely, but he can stall it for so long that it's just really useful. The fact that you get it earlier now actually makes it a lot more relevant. Plus teamfights that break out in those cramped spaces, almost always = good time for Sanctification. Righteousness gets a lot of value for the same reason, especially if you take Justice For All.

Also, if I'm not mistaken, while you can't use Righteousness on any of the big zergs in the waves (they're probably flagged as Bosses), I think you actually can shield the little chod guys that come out first? Not super amazing, but considering how many little bodies there are, that's a lot of shield. I only played 5 games with him today (only 1 of which was on Braxis), and the last time I really played him, I was pretty new to the game and certainly wasn't paying attention to those kinds of details. Feel free to correct that. I'm definitely gonna be playing him more going forward. He's a lot of fun, the rework did him a lot of good.

Edited by PrivateJoker
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On 20. 1. 2018 at 11:05 AM, MurkyFelix said:

Regardless; can guide writers update the discussion with that Tyr is cc immune during Judgement? <3

I'll ask Kendric to add a mention to the discussion. Thanks!

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On 20/1/2018 at 10:01 PM, PrivateJoker said:

I'm honestly surprised Tyrael isn't considered stronger on Braxis Holdout. Being able to prevent enemies from contesting the objective with Holy Ground seems pretty strong. He can't necessarily hold one of those points indefinitely, but he can stall it for so long that it's just really useful. The fact that you get it earlier now actually makes it a lot more relevant. Plus teamfights that break out in those cramped spaces, almost always = good time for Sanctification. Righteousness gets a lot of value for the same reason, especially if you take Justice For All.

Also, if I'm not mistaken, while you can't use Righteousness on any of the big zergs in the waves (they're probably flagged as Bosses), I think you actually can shield the little chod guys that come out first? Not super amazing, but considering how many little bodies there are, that's a lot of shield. I only played 5 games with him today (only 1 of which was on Braxis), and the last time I really played him, I was pretty new to the game and certainly wasn't paying attention to those kinds of details. Feel free to correct that. I'm definitely gonna be playing him more going forward. He's a lot of fun, the rework did him a lot of good.

As usual you don't seem to know anything.

Tyrael's Holy Ground (and arguably Tyrael himself) is not that good for Braxis Holdout because it comes way too late in the game. A game in Braxis is usually decided by the second if not the FIRST control point activation. The vast majority of the Braxis matches I've played anyway. The first control point activation just comes way too early (before the 5 minutes mark) and it usually decides the match. It's a simple, short and straight map, with only 2 lanes, that dictates a very fast-paced game, not much to fight for after the first 2 zerg waves. Picks like Varian, who is very reliant on his heroic to do something meaningful are ill-advised here for that same reason as well. Tyrael's impact in the early game is much bigger, but not with a level 13 talent.

Edited by Leadblast

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Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

Edited by Emergenza

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1 minute ago, Emergenza said:

Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

Kindly take your own advice: go and improve YOUR OWN SOCIAL SKILLS.

I'm bearing with PrivateJoker's ignorance, but I WON'T BEAR WITH YOUR OWN STUPIDITY. Consider yourself reported.

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36 minutes ago, Emergenza said:

Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

just hover over that name and click "Ignore User", bro. Definition of "shitty toxic moba player". Hopefully mods wise up one day, but until then, there are other options.

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40 minutes ago, Emergenza said:

and seems to be tolerated by mods. :(

I was hoping that it would not have to go this way, but it turns out I was naive, and I regret it. Sorry for letting this go this far. There will be action taken.

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2 hours ago, Leadblast said:

That troll deserves the measures taken.

Lead, you're pretty toxic too man. Every post I've seen from you is aggressive, self righteous, and generally of the tone that leads me to mute/ignore people in matches. You may want to bring it down a little. There's no need to include jabs in every reply you make.

Edited by Lorebot

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5 minutes ago, Lorebot said:

Lead, you're pretty toxic too man. Every post I've seen from you is aggressive, self righteous, and generally of the tone that leads me to mute/ignore people in matches. You may want to tone it down a little. There's no need to include jabs in every reply you make.

I'm not being toxic. If you think that's toxic you should see that troll Emergenza and I've seen worse in games as well as in many other internet forums.

I'm actually very much gentle and refraining myself from calling people names even thought they 100% deserve it. That doesn't mean I don't have to show my contempt for them. I feel pretty much insulted by stupidity/ignorance (more of the former than the latter) way more than by outright insults.

Edited by Leadblast

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5 hours ago, Leadblast said:

Kindly take your own advice: go and improve YOUR OWN SOCIAL SKILLS.

 

It's the character of most trolls to not have a sense for irony & sarcasm. I know that my post wasn't polite and so for trolls it might seem contradictory to my own advice. But instead of that I just wanted to give you a taste of what you seed hoping that you see your mistake: Attacking ppl. in an inacceptable way isn't a smart option for conversation. You get what you put in. But obviously it's forlorn hope...

Another character of many trolls is to really think their behavior is appropriate. "Mimimi, I ain't toxic.. there are much more toxic ppl. out there, so my behavior must be fine.... if you think it's toxic, you are just to prissy / weak for what ever..".

Everyone should put his own house in order first. And at least I don't try to legitimate my misbehavior (if it may occure) by arguing: "But... but.. other ppl. do it too... in an even worse way!"

If I tread on someones foot even just lighty and he feels pain, who am I to say "Don't be a prissy mollycoddle, this CAN'T have been painful!". The one and only correct behavior is to apologize and to keep my maybe bad thoughts on my own. Get it? Probably not....

So stay on your throne and continue self-glorifying singing "I am the greatest".

Thank you at PrivateJoker for the hint. I didn't knew that. Much appreciated!

Edited by Emergenza

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The purpose of this thread is to discuss our Tyrael guide, not to bicker. As said above, actions will be taken against those deserving of them and the severity will be according to their behaviour on the site, not just in this thread. 

Any further comments that appear below mine on the same topic as those above will be removed and the user will be permanently banned from the site. Any relevant discussion on the guide is, as always, welcome and encouraged. 

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Can confirm that Defense of the Aegis resets extremely fast. Usually it's an automatic 20 second cooldown so far if you activate it in a fight. Can't say I enjoyed the other Tanking parts though. Even as a Tank Build I felt more like an underpowered bruiser. The mobility itself looks like the best way to avoid damage than armour so far. I think the tanking will have to come from shielding allies with shields than with body. The holy ground on top of an ally looks like the best way to protect them along with jugement/smite combo to stun enemies and then boost the speed of allies to escape. It also helps that it works with catching runners too. I do like how Tyreal's death can be used to discourage enemies from crowding around an ally too. But pure tanking? Meh. My attack speed was always enhanced but did little damage at all. Smite alone seemed to be doing most of the damage. So I'm not too sure being a bruiser would even work.

Edited by Morcalivan

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3 hours ago, Morcalivan said:

Can confirm that Defense of the Aegis resets extremely fast. Usually it's an automatic 20 second cooldown so far if you activate it in a fight. Can't say I enjoyed the other Tanking parts though. Even as a Tank Build I felt more like an underpowered bruiser. The mobility itself looks like the best way to avoid damage than armour so far. I think the tanking will have to come from shielding allies with shields than with body. The holy ground on top of an ally looks like the best way to protect them along with jugement/smite combo to stun enemies and then boost the speed of allies to escape. It also helps that it works with catching runners too. I do like how Tyreal's death can be used to discourage enemies from crowding around an ally too. But pure tanking? Meh. My attack speed was always enhanced but did little damage at all. Smite alone seemed to be doing most of the damage. So I'm not too sure being a bruiser would even work.

Defense of the Angels is pretty bad for a bruiser build. You're much better off with the lvl20 for Judgement (lower cooldown, longer range) or Seal of El'Druin for the almost 100% uptime attack spd bonus.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3321134 is my typical Bruiser build for Tyrael. It gives him some of the best self sustain I've seen in the game and allows him to trade effectively with any hero. Just be aware that he's more vulnerable to burst damage than ever before with this build because he doesn't have the passive 15 spell armor anymore (at least according to the patch notes...it's still shown on the character select screen so I'm not totally sure he lost it, but it definitely feels like he did). If you're lacking wave clear at lvl 16 swap Smite the Wicked for Burning Halo, it gives some respectable aoe damage and will help you get to 10 stacks of Ardent Restoration much faster.

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I was using it for the tank build. Was testing out the righteous and smite combination with the aegis and eldruin armour. It didn't stop much. Since I couldn't do any damage, they would get more hits in over time negating the defense bonus  and the protection I did provide didn't stop teammates from getting wiped out, only really helping minions with area damage, but not actually helping waves clear since minions target one minion at a time usually. So that area defense goes to waste and just runs out unused. It's similar to an untalented locust. It has some health but the impact is very minimal. So more anti-wave clear than wave clear.

Holy ground on ranged characters getting dived seems like the best defense. Jugement for the same reason. Sanctification seems to only help Tyreal when he gets dived, but teammates rarely are in a position to take advantage of it, and trying to position yourself to place it on them seems to rarely work. By the time you get to them they're retreating, chasing a runner, or dead.

The theroy behind the double port and armour enhanced eldruin makes sense. By switching with your sword, the armour buff stays out and you can retreat still when the timer runs out, but I'm still struggling with the lack of damage. Not to mention mana. The lack of mana means that it doesn't really matter if I can stay at high health with my abilities since I will have to hearth for mana anyways. That's a lot of time spent riding back. And it disrupts the team on team fights by ensuring my team is outnumbered when I'm grabbing mana. So as far as protecting the team, that's a little bit counter productive there.

Maybe I just suck at him or am too new with him, but those issues seem to come up a bit for me.

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1 hour ago, Morcalivan said:

I was using it for the tank build. Was testing out the righteous and smite combination with the aegis and eldruin armour. It didn't stop much. Since I couldn't do any damage, they would get more hits in over time negating the defense bonus  and the protection I did provide didn't stop teammates from getting wiped out, only really helping minions with area damage, but not actually helping waves clear since minions target one minion at a time usually. So that area defense goes to waste and just runs out unused. It's similar to an untalented locust. It has some health but the impact is very minimal. So more anti-wave clear than wave clear.

Holy ground on ranged characters getting dived seems like the best defense. Jugement for the same reason. Sanctification seems to only help Tyreal when he gets dived, but teammates rarely are in a position to take advantage of it, and trying to position yourself to place it on them seems to rarely work. By the time you get to them they're retreating, chasing a runner, or dead.

The theroy behind the double port and armour enhanced eldruin makes sense. By switching with your sword, the armour buff stays out and you can retreat still when the timer runs out, but I'm still struggling with the lack of damage. Not to mention mana. The lack of mana means that it doesn't really matter if I can stay at high health with my abilities since I will have to hearth for mana anyways. That's a lot of time spent riding back. And it disrupts the team on team fights by ensuring my team is outnumbered when I'm grabbing mana. So as far as protecting the team, that's a little bit counter productive there.

Maybe I just suck at him or am too new with him, but those issues seem to come up a bit for me.

Tanking with Tyrael isn't something that every composition is going to be able to capitalize on and depends greatly upon your team knowing how to play around him. Unless i'm queuing with friends I don't bother trying in QM, most people just don't know how to take advantage of his abilities and those that do rarely have faith that you're going to use them properly and just play without depending on them.

I've personally found Holy Ground to be very rarely worth taking, unless I know i'm going to be using it to steal camps from the enemy team or certain i'll be able to block choke points with it to secure kills or escapes I don't bother with it anymore. Garden of Terror, Infernal Shrines, and to a lesser extent Dragon Shire are the only maps that I really consider taking it unless my team is depending on me having it for some sort of late game combo or if they're repeatedly being dived on by a melee assassin (ie Illidan). It won't stop ranged attackers from killing people and it's usually just a minor inconvenience when used to block chasers. It also severely limits your ability to keep the buffs from Stalwart Angel, Burning Halo, or Smith the Wicked up for extended periods because you end up using your Q to create that blocking zone instead of waiting till the last moment to teleport to get the most uptime out of the buffs it provides. And on top of all that it ruins using Q as an initiation tool because anyone you throw it at will just be knocked away when you teleport at them, often ruining combos with allies aoe abilities as well as slowing Tyrael's ability to start hitting them since he'll need to move to a target before he can actually engage them. If Holy Ground provided armor or shields for allies standing inside the area it creates I'd rate it higher, but as it stands it's the least valuable talent on lvl13 in my opinion.

Tank build Tyrael will never be able to put out significant damage compared to other tanks. His strengths lay in mobility and buffing his allies, not damage output. He can slow enemies, speed up allies, provide shields, and grant invulnerability to an entire team if properly positioned, but most of the damage he does can be shrugged off by tanks or easily out healed by supports. So in the end we come back to the fact that Tyrael's performance as a tank depends upon your team knowing how to play around him.

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Hmmm, so yeah, I think tanking is just off the table for me. I can still protect allies by being a pain in the enemy team but speed boosting so that they can escape seems like the better defense. So, Holy Ground does well for that. Placing it in preperation for a future retreat seems to get the most out of it. Same goes for cutting off escape. You really just have to plant the thing before they start running then catch them off guard. The knockback that comes with it is nice and essentially extends the circle diameter by resetting the enemy movment. Using it on Dragon Shrines was pretty fun, not to mention mean since it blocks a whole entrance on the lower shrine. Add some Abathur mines and ouch. Haven't tried using Bound by Law just yet, but if I do, it would definitely be used with Holy Ground to multiply that control over enemy movement. It also did well on Cursed Hollows where there are a bunch of concealed paths and flanking options letting you get behind to plant the sword as you charge in to attack, then block the escape when it happens, similar to Leoric's tomb. Works very well with Judement which bypasses all those pesky walls and hitboxes.

But as far as personal protection goes, Stalwart Angel with Sword of Justice is the way to go for me. Having that armour out while being able to charge in and back seems like a basic requirement to fighting with Tyreal. I usually grab Ardent Restoration at lvl 1 just because it doesn't cost mana or have a cooldown compared to shields. Swift Retribution is needed to both stay alive and finish kills, not to mention let allies escape death, while Judgement on damage alone is a useful addon, but with Eldruin it makes it a very safe way of doing so. And it looks fricking cool when you do it then teleport. So bonus.

If I'm surviving  fairly well by lvl 20 then I grab the Eldruin Seal for more damage and healing, but if I'm getting killed then I grab the Aegis. If a certain character is a problem for the team, then a boost to Judgement is needed.

So far this seems to be working much better than trying some complicated Righteous/Smite/Aegis combo. My damage is still poor, but I can stay on them more often, which means more finishes. I think one game I had the lowest damage output but tied for highest kills, then another I did highest assists but no kills. Will be experimenting with smite again in the future just for damage, but that's more skill based and I'm not as accurate with it as I'd like yet.

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      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased 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 an extra target 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 an extra target 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
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing 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. 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. Lt. Morales 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. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. 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. 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. 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. 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. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
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    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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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