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Heroes of the Storm Malfurion

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

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Guest TheNudeBrewer

The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

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Guest Hurricane
I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

 

The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.

 

In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.

 

As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.

 

For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

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I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

[...]

As a healer, Mal should be compared to Lili at all times.

Malfurion should not be compared to Lili at all (except for the fact that they are both support healers). The mechanics of both heroes are very different; I'd like to add that Malfurion is much stronger, because he does have CC that Lili completely lacks.

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

Edited by siggboy

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

 

Unfortunately, Innervate cannot be self-cast; if it could, that would be an entirely different story.

I'd argue that, in general, players should first and foremost focus on their own Mana management, especially since healers are the archetype that are most dependent on their abilities to impact anything. Innervate is already pretty good as is. I think you overestimate how much Innervate scales; the difference of Mana it grants to a level 1 and a level 20 hero is approximately 30 - that's not exactly stellar in terms of scaling

 

I'd like to point out that Harmony can only stack once per Moonfire, irregardless of how many targets it hits. Moonfire is an important aspect of Malfurion's playstyle; the benefits of the talent is at least tangible, if not a bit underwhelming.

 

 

The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

I've had successful games as a damage-dealing Malfurion myself. Those games are extremely rare, however, to the point where I couldn't explain the circumstances that allowed them to be in the first place.

 

The reason we don't typically gear guides around A.I. games is because we deem them to not be the core of Heroes of the Storm's game play. I'd like to go on record here and say that I mean this with the utmost respect to players who do enjoy the stress-free environment of bot games. However, they tend require players to play much less optimally for to be successful; they're there to let you try stuff out without fear of resentment from your fellow players! In general, I feel that most, if not all talents can work in such an environment.

Thank you for the feedback and kind words.

 

 

I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.
 
The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.
 
In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.
 
As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.
 
For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

 

 

Although I'm a fan myself of always experimenting with as many builds as possible, I tend to write guides from a meta-gaming-reflective perspective; in other words, what people expect from you. In the overwhelming majority of the time, when a player sees a Malfurion pick in a ranked game (or otherwise), they expect to be healed. If you're running with 4 of your friends, and wish to try different things (which I do all the time, at the dismay of said friends), that is not our domain. I often misquote that consistency usually trumps potential.

 

 

 

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

 

 

We regularly update our talent choices to reflect meta-gaming trends and personal experiences. I'd look like quite the fool if I tried to convince you or anyone else that I'm right 100% of the time when, in reality, it's more like 98-99%.

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Guest Psojed

Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

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Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

Hi Psojed,

Rampant Growth is really, really weak, only adding between 45 and 150 healing to Regrowth (at level 4 and 20, respectively). That's less than one basic attack for most heroes, to put things into perspective. Even if Malf' does lack instant healing, landing a good Entangling Root, thanks to Elune's Grace, will outperform any extra healing done by Regrowth tenfold.

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Guest Wizlo

Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

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Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

 

Yep, I came to the same conclusion as well. I think our Cho'gall pre-guide has such a mention.

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Guest iugul0

Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

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Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

 

It's... it's coming... :(

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Guest ProPlayerKim

I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

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8 hours ago, Guest ProPlayerKim said:

I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

Certainly an interesting thought. The idea behind Tenacious Roots, however, is that it makes Entangling Roots that much easier to land; remember that rooting effects also trigger Executioner, and that, as such, Tenacious Roots also fulfils the triggering purpose, albeit less frequently. I'm still of the opinion that Entangling Roots is what truly defines a good Malf player, so I'm a big fan of that talent. I'll think it through and find specific examples of when to use Hindering Moonfire.

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Guest Shiboo

it should be noted that the drone for T1 is OPAF against stealthies! 

 

This is actually a weak build for him even for a 5m team! 

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9 hours ago, Guest Shiboo said:

it should be noted that the drone for T1 is OPAF against stealthies! 

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

9 hours ago, Guest Shiboo said:

This is actually a weak build for him even for a 5m team! 

Could you please specify why?

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Guest Malfurion
On 05/03/2017 at 9:45 AM, positiv2 said:

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

Could you please specify why?

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

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2 hours ago, Guest Malfurion said:

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

It still can be destroyed by ranged heroes, such as Gul'dan, to allow the cloaked teammate to kill your teammates. 

Since teamfight don't usually take too long, having to spend a little bit of mana a few times doesn't hurt that much. If you expect teamfights take much longer, Scouting DroneScouting Drone gets relatively better indeed.

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Ah, the guide has been updated with the new talents I see. 

It's a shame to see that most of my initial concerns about the changes haven't been alleviated , mostly regarding the early Entangling Roots talents. 

I like that Moonfire Spam, one of my favourite existing builds, is still a thing with the rework, however, I see myself picking up Malfurion less in Season 2 as a solo Support for sure, which was perhaps the intent of the changes overall? I particularly like the choices the player has to make for the different situational talents for the ability, on top of having to make a choice of taking Full Moonfire over Elune's Grace (could see a lot of use for the former on Braxis Holdout), but I will miss the way that Full Moonfire gave Malfurion one of the best ranged poke in the whole game as well as a significant vision tool in it's own right.

It's also strange to see generic talents such as Scouting Drone, Ice Block and Rewind in his kit, without any flavour rework, and Rewind in particular not having many uses with the way Malfurion's kit is. I suppose you could have the level 4 Root talent, with Revitalise at 16 and Rewind at 20 for a whole broccoli farm, but waiting a whole game for such a weird one trick pony is an unreliable way to play any hero, and of course, you can't root someone who is already rooted, which makes level 7's talent, Strangling Vines, a brand new contender for the most useless talent in the entire game. Yay! 

Anti-healing talents can be powerful - one of my most tense games this season was against a Wound Poison Valeera with Dehaka - but skipping the far more situational useful Moonfire talents on the tier for a talent that doesn't even have the added bonus damage anymore simply isn't worth it.

Let's have some breakdown to show why these Entangling Roots talents at 4 and 7 are meh at best; Roots is on a 14 second cooldown. It is Malfurion's most mana intensive basic ability on top of this long cd, so why would you want to pick talents that encourage an unhealthy playstyle with his increased mana thirst that give so little value for their limited uptime? Like I suspected from reading the PTR notes, the healing debuff lasts as long as 1.25 seconds instead of the duration of the spell (3 seconds)... a whole 2 seconds at level 16 with Tenacious. This is can only happen once per hero per root cast if they get caught by the effect of the root itself, and if I did go for an Entangling Roots build (if you could call it that, I'd only take the Treant talent), I would focus on having the spell off cooldown as much as possible while making up for the increased mana cost of the ability, so Revitalise would be the way to go for me over Tenacious, because that would be the only way to get serious value out of the ability if you went for both 4 and 7 talents, and I would probably take Hindering Moonfire over Strangling so the roots would be easier to land and the treant would get more value. You're honestly better off just using it as you've always done, and focusing on the other available talents.

Hopefully they revise Malfurion's talents again in the future, as he is often fun to play, even if he is over represented, but being fun shouldn't be mutually exclusive to being useful to your team regardless of which talents you take! 

I guess it should be worth noting that with Life Seed and Revitalise, Malfurion can have a heal over time ticking on 5 targets, if my thinking is correct? 

 

Edited by Plergoth
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15 minutes ago, Farbas said:

Do you recommend taking Lunar Shower if we don't take Moonburn? Is this DPS worth it against heroes?

Lunar ShowerLunar Shower is strong even without MoonburnMoonburn synergy. However, if you need to pick Scouting DroneScouting Drone/Shan'do's ClarityShan'do's Clarity, you will often be better off with the General build which uses Hindering MoonfireHindering Moonfire.

So, I recommend picking Hindering MoonfireHindering Moonfire, but picking Lunar ShowerLunar Shower is fine as well.

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I noticed that Serenity hasn't been changed at all and still only gives 50 mana over 10 seconds, even if the 25% increased healing is nice. 

On top of that, I am starting to feel that the cooldowns on Tranquillity and Ancestral Healing are a touch too long for the current meta; at 100 seconds each, they are amongst the longest cds any Support has for a healing ult, tied only with Tassadar's non-healing Archon, and only Auriel's Resurrect ahead of them at 120 seconds, an ult which is picked a fraction of the time Crystal Aegis is at all levels of the game.

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Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

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6 hours ago, Valhalen said:

Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

Broccoli's health pool is too low to be effective most of the time, and its damage relies upon other heroes' stuns and roots, because broccoli is too slow. If you can get the right composition, then sure, but you would get steamrolled over by a team that has a more reliable core.

It's probably good enough for pre-made QM, but I would advise against running it in higher ranked leagues, even though it is a nice combo.

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      Level 4 Rising Dread Bonus per bounce reduced from 25% to 20%. Bomb's Away No longer has a cap on stacks. Damage bonus per stack lowered from 5 to 4. Level 7 Double Trouble Shadowflame's cooldown reduction from Quest Reward increased from 0.5 to 1 second. Level 16 Leaden Orb Stun duration reduced from 0.75 seconds to 0.6 seconds. Chromie
      Base
      Dragon's Breath [W] Now shows a radius preview to enemies. Time Trap [E] Health reduced from 400 to 250. Talents
      Level 1 Once Again The First Time Quest requirement reduced from 40 to 20 stacks. Quest must now be completed without dying. Deep Breathing Damage per stack reduced from 1% to 0.5%. No longer has a cap on stacks. Level 2 Chronic Conditions Now also causes Time Trap to activate automatically upon touching an enemy Hero. Slow reduced from 30% to 20%. Movement Speed bonus reduced from 30% to 20%. Level 11 Here and There Range increased from 20 to 40. Snap targetting is now used. The Echo nearest the player's target position will be used. Diablo
      Base
      Shadow Charge [Q] Damage increased from 40 to 45. Terrain collision damage increased from 130 to 140. Fire Stomp [W] Damage reduced from 12 to 11. Return damage reduced from 36 to 34. Overpower [E] Damage increased from 73 to 80. Talents
      Level 7 Diabolical Momentum Cooldown reduction per Basic Attack increased from 1.5 to 2 seconds. Level 20 Dying Breath Cooldown reduction per Hero hit increased from 25 to 30 seconds. Lord of Terror Health stolen increased from 10% to 12% maximum Health. Genji
      Talents
      Level 1 Swift as the Wind Movement Speed bonus increased from 30% to 40%. Pathfinder Movement Speed duration increased from 4 to 6 seconds. Level 4 Strike at the Heart Damage increased from 134 to 142. Level 7 Perfect Defense Cooldown reduction per hit increased from 2 to 2.5 seconds. Level 13 Flow Like Water Cooldown reduction per hit increased from 3 to 4 seconds. Level 16 Final Cut Damage reduced from 125 to 115. Hogger
      Talents
      Level 1 On the Prowl Rage generated on activation reduced from 30 to 25. Level 4 Hogger's Joggers Rage threshold required to gain 10% movement speed increased from 30 to 35. Johanna
      Base
      Shield Glare [E] Cooldown increased from 12 to 13 seconds. Talents
      Level 10 Blessed Shield Cooldown increased from 60 to 65 seconds. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Stun's duration increase reduced from 0.5 to 0.25 seconds. Level 16 Blind as a Bat There is now a 0.2 second reactivation delay upon finishing 3 swipes of Fel Claws. This matches the time between other swipes. Qhira
      Base
      Blood Rage [W] NEW BASELINE QUEST: Deal damage to enemy Heroes with Blood Rage's bleed to permanently increase its damage by 0.25% per stack. Blood Rage's bleed damage reduced from 11 to 8. Revolving Sweep [E] Once attached, Revolving Sweep can no longer be detached by the target becoming Unstoppable. Talents
      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Molten Core's Abilities range reduced from 35 to 20, but now grows from 20 to 35 over 9 seconds. Molten Swing is not affected by this. Molten Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Damage adjusted from 285 on impact to 440 damage over 5 seconds. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: When Molten Core is used on a dead Fort or Keep, the cooldown reduced by 110 seconds. Passive: Increase the starting and maximum range of Molten Core's Abilities by 100%. Molten Swing is not affected by this. Thrall
      Talents
      Level 1 Crash Lightning Talent disabled in ARAM. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer NEW FUNCTIONALITY: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Vindication [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Mana cost reduced from 65 to 50. Righteous Hammer [W] Stun duration increased from 0.75 to 1 second. Damage increased from 125 to 140. Mana cost reduced from 65 to 50. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Mana cost reduced from 65 to 50. Divine Purpose [D] Cooldown increased to from 8 to 16 12 seconds. Cooldown is now reduced by 8 3 seconds whenever Yrel's Basic Abilities are interrupted. Cooldown is no longer reset when Yrel's Heroic Abilities are used. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Frostmourne Hungers [D] Fixed an issue where the Slow benefit of Froststrike was provided baseline. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Yrel Base Avenging Wrath [E] Fixed an issue that caused Yrel's Avenging Wrath to be interrupted by Roots while being channeled. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Players can now party with unplaced players in Storm League. Haunted Mines has been added to Ranked. Return to Top
      Map Updates
      Hanamura Additional brush has been added in several locations. Warhead Junction Warhead's channel penalty on interrupt reduced from 10 to 5 seconds. Return to Top
      Balance Update
      Heroes
      Abathur
      Base
      Spawn Locust [D] Health reduced from 350 to 225. Locusts now heal for 20% of the damage they deal, and heal for 20% of their maximum Health when a nearby Minion dies. Talents
      Level 1 Envenomed Nests Armor reduction increased from 10 to 15. Locust Brood Moved from Level 16 to Level 1. Cooldown increased from 45 to 75 seconds. Level 4 (New) Slapathur Abathur's Basic Attacks now Stun non-Heroes and deal 500% additional damage. Level 10 Evolve Monstrosity Now displays as a Quest. Abathur now has a Monstrosity unit frame, for tracking Health and stacks of the unit. Level 16 Survival Intincts Moved from Level 1 to Level 16. Health bonus increased from 100% to 200%. Alexstrasza
      Base
      Dragonqueen [D] Cooldown now starts after Dragonqueen has expired. Cooldown reduced from 150 to 130 seconds. Talents that affect Gift of Life also apply to Breath of Life. Talents that affect Abundance also apply to Preservation. Breath of Life [Dragonqueen Q] Healing reduced from 20% to 15%. Preservation [Dragonqueen W] Healing reduced from 30% to 25%. Talents
      Level 1 Live and Let Live Now also provides 25% recharge rate for Breath of Life. Flames of Fury NEW MYTHIC REWARD: Hit an additional 40 Heroes without dying to cause Dragonqueen's duration to be refreshed when damaging an enemy Hero. Level 7 Life Blossom Now makes Breath of Life remove Slows and Roots. Transforming into Dragonqueen will no longer remove the collected Lifeblossom. Level 16 Draconic Dicipline No longer affect's Dragonqueen's duration. For each allied Hero healed with Dragonqueen's Basic Attacks, reduce the cooldown of Preservation by 1.25 seconds. Level 20 On Ruby Wings Rework: If at least 3 Heroes are in an area hit by a Fireball, that Fireball charge is not consumed. Ancient Flame Does not provide Quest stacks while active. Blaze
      Talents
      Level 1 Adrenaline Stim Active Attack Speed bonus reduced from 100% to 85%. Level 10 Bunker Drop Cooldown increased from 80 to 85 seconds. Cho
      Talents
      Level 1 Calloused Hide Health threshold required to trigger reduced from 60% to 40%. Level 7 Firestarter Cooldown reduction per Basic Attack increased from 1 to 1.5 seconds. Gall
      Talents
      Level 4 Rising Dread Bonus per bounce reduced from 25% to 20%. Bomb's Away No longer has a cap on stacks. Damage bonus per stack lowered from 5 to 4. Level 7 Double Trouble Shadowflame's cooldown reduction from Quest Reward increased from 0.5 to 1 second. Level 16 Leaden Orb Stun duration reduced from 0.75 seconds to 0.6 seconds. Chromie
      Base
      Dragon's Breath [W] Now shows a radius preview to enemies. Time Trap [E] Health reduced from 400 to 250. Talents
      Level 1 Once Again The First Time Quest requirement reduced from 40 to 20 stacks. Quest must now be completed without dying. Deep Breathing Damage per stack reduced from 1% to 0.5%. No longer has a cap on stacks. Level 4 Chronic Conditions Now also causes Time Trap to activate automatically upon touching an enemy Hero. Slow reduced from 30% to 20%. Movement Speed bonus reduced from 30% to 20%. Level 13 Here and There Range increased from 20 to 40. Snap targetting is now used. The Echo nearest the player's target position will be used. Diablo
      Base
      Shadow Charge Damage increased from 40 plus 130 with a collision, to 45 plus 140 with a collision. Fire Stomp Damage decreased from 12 on expansion and 36 on return to 11 on expansion and 34 on return. Overpower Damage increased from 73 to 80. Talents
      Level 7 Diabolical Momentum Cooldown reduction per Basic Attack increased from 1.5 to 2 seconds. Level 20 Dying Breath Cooldown reduction per Hero hit increased from 25 to 30 seconds. Lord of Terror Health stolen increased from 10% to 12% maximum Health. Genji
      Talents
      Level 1 Swift as the Wind Movement Speed bonus increased from 30% to 40%. Level 4 Strike at the Heart Damage increased from 134 to 142. Level 7 Perfect Defense Cooldown reduction per hit increased from 2 to 2.5 seconds. Level 13 Flow Like Water Cooldown reduction per hit increased from 3 to 4 seconds. Level 16 Final Cut Damage reduced from 125 to 115. Johanna
      Base
      Shield Glare [E] Cooldown increased from 12 to 13 seconds. Talents
      Level 10 Blessed Shield Cooldown increased from 60 to 65 seconds. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Stun's duration increase reduced from 0.5 to 0.25 seconds. Level 16 Blind as a Bat There is now a 0.2 second reactivation delay upon finishing 3 swipes of Fel Claws. This matches the time between other swipes. Qhira
      Base
      Blood Rage [W] NEW BASELINE QUEST: Deal damage to enemy Heroes with Blood Rage's bleed to permanently increase its damage by 0.5% per stack. Blood Rage's bleed damage reduced from 11 to 8. Revolving Sweep [E] Once attached, Revolving Sweep can no longer be detached by the target becoming Unstoppable. Talents
      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Meteor Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Range reduced from 35 to 20, but now it extends up to 35 over time. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Now applies a DOT that deals 88 damage per second for 5 seconds to impacted targets. No longer deals instant damage. Range reduced from 35 to 20, but now it extends up to 35 over time. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: Decrease the cooldown of Molten Core by 110 seconds when used on a dead Fort or Keep. In addition, the starting range of abilities in Molten Core are increased by 100% and will continue to grow. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Map Updates Balance Update Bug Fixes General
      New Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
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