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Heroes of the Storm Sgt. Hammer

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15 hours ago, Guest Kalasnokov said:

Advanced rely on that you can stay in siegemode for prolonged times

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

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Guest Kalasnokov
On 2017-03-22 at 3:53 PM, positiv2 said:

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

Using grad. with ambush comes from my preference with grad. before hover (range = first damage potential >>>> everything else), and as i stated earlier being forced from siege mode only gives you a new opportunity to get 200% damage. 10% extra damage ain't that much, even if poking could be important, wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

 

 

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7 hours ago, Guest Kalasnokov said:

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

AmbushAmbush can be useful during laning phase and when poking your enemy here and there, but in teamfights, you cannot afford being immovable, and even though Hover Siege ModeHover Siege Mode helps with it quite a lot, you still have to have a reliable way of running away if you end up losing the fight.

7 hours ago, Guest Kalasnokov said:

wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

You would still need to use Siege ModeSiege Mode again, which is the main issue of AmbushAmbush. I haven't tested it extensively though, so I'll try it out.

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Guest Crtsoboro

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

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On 5. 4. 2017 at 2:51 AM, Guest Crtsoboro said:

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

While First StrikeFirst Strike does provide a bigger damage bonus than Giant KillerGiant Killer, it also requires you not to have taken damage in the last 5 seconds, which makes the talent way too unreliable and that is the reason it should not be taken. 
Graduating RangeGraduating Range has a similar downside as First StrikeFirst Strike, and that is to be safe for a longer period of time, which is again not reliable enough in a dynamic game that is Heroes of the Storm. However, I have to say that after trying Graduating RangeGraduating Range out, I have to admit that it is good against slow team with minimum reach, though I do not encounter teams like that often enough to pick it more often than Hover Siege ModeHover Siege Mode.
Orbital BFGOrbital BFG is in my opinion too random to be taken on level 20 over Nexus FrenzyNexus Frenzy. I personally prefer Blunt Force GunBlunt Force Gun over Napalm StrikeNapalm Strike, but I do feel the Blunt Force GunBlunt Force Gun is weaker in teamfights due to its big cooldown compared to its relatively low damage (especially later on, as it scales by 1.03 rather than 1.04 per level).

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I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

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15 hours ago, Fransoa said:

I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

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21 hours ago, positiv2 said:

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

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4 minutes ago, Fransoa said:

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

Sieging up, taking a shot and unsieging with AmbushAmbush will result in less damage than taking Advanced ArtilleryAdvanced Artillery and auto-attacking for the same amount of time.
You can siege up every now and then, but sieging up frequently will often cause troubles. That's one of the reasons why AmbushAmbush is not that powerful.

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Blunt Force Gun is said to be a Q in the abilities section and all of its tooltips on the website

Edited by EDL666
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Guest Broockle

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

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On 9/30/2017 at 1:12 PM, Guest Broockle said:

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

But I strongly believe Blunt Force GunBlunt Force Gun is almost useless compared to Napalm StrikeNapalm Strike. Yes, it's good in some specific situations, but not in matches as a whole. This means that even if you miss BFG for a specific moment or too, this will be more than compensated in the rest of the match. Besides, Advanced Lava StrikeAdvanced Lava Strike is an absolutely terrifying talent, as it allows you to poke enemies and deal heavy amounts of damage without any fear of retribution at all. This reminds me of FlamethrowerFlamethrower, which allows Kael'Thas do deal lots of AoE damage from such a ridiculous distance that the enemy will have much difficulty countering you. Since both Kael'Thas' and Hammer's damage outputs are calculated around the fact that they have limited mobility, the added cast range means you have a devastating amount of damage in your hands.

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50 minutes ago, mctanaka said:

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

A key skill of a Sgt. Hammer player, even if not reflected in the guide, is knowing when (not) to use ThrustersThrustersHyper-Cooling EnginesHyper-Cooling Engines is pretty much a talent that gives you more space for mistakes, but ultimately not giving you a great advantage over using ThrustersThrusters more carefully, while First AidFirst Aid lets you stay longer in the fights and doing more damage, while also leaving you with an escape mechanism in the form of ThrustersThrusters in case things go downhill too quickly.

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With that rework, the guide needs some serious review because I have a feeling that Hammer is pretty damn good now, with way more flexibility, more survivability and less feeling like a one-pony trick.

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Really? I feel she is a lot weaker now. The only thing stronger about her is her siege damage with Maelstorm rounds.

Siege mode is now stronger at the severe cost of her tank mode, which should be your main form. However, the stronger Siege mode is not even good in teamfights. In fact, it's worse in teamfights due to her not having First Aid and Stoneskin.

I thank Blizzard for a better Siege Mode, but Tank Mode is gutted. The only fair change is to give Tank Mode 50% faster cooldowns. Afterall, it feels as if I am 10 levels stronger in Siege Mode, but then again, I can't move. So what am I? 5 power levels below the average hero?

Read this comment (btw, I totally disagree with Orbtial BFG. Everyone knows that Orbtital BFG takes way too damn long to punish a competent team.)

hammer rework response.PNG

Edited by Trensicourt
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I want to add that at 16 Mechanical Know-howMechanical Know-how is a trap talent. Either you use it right when you need armor, which means you need to bail out, because you are focused, or you are using your defensive ability for the potential of doing more damage, because it's not even guaranteed to proc.

And yes, Hammer was gutted. RIP

Edited by SleepySheepy

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For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

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On 11/30/2017 at 8:19 PM, EDL666 said:

For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

"Huh?? What the hell do you mean??"

As any reasonably experienced player knows, it is nigh impossible to stay for more than a few seconds sieging enemy structures on your own, because that is the time it takes for the other team to counter-attack and proceed to gank you. If you take more than a few seconds, you will be ganked by 3, 4 and sometimes even all 5 heroes, which means even ThrustersThrusters might not be enough to save you. This means that even when playing with Sgt. Hammer, you get at most 10 seconds to siege the enemy fort, and though every second counts in HotS, this time is simply too meagre. On top of that, as my experience shows, 10 seconds is the max time you get; often the other team takes as little as 5 seconds to counter-attack, and sometimes you cant' barely enter siege mode because the other team is paying attention to you and has some kind of defense previously set up. Even nibmble pushers like Sylvanas can't afford the luxury to stay for more than a few seconds on a given fort/keep, because even Sylvanas' mobility is not enough to guarantee an escape, depending on the extent of her overextension. As @Trensicort noted, a good Hammer player should stay most of the time in tank mode - especially once you reach lvl 10 and get Napalm StrikeNapalm Strike.

By the way, I always thought Hyper-Cooling EnginesHyper-Cooling Engines was overpowered. I completely disagree with @positiv2 on this point: the strength of Hyper-Cooling EnginesHyper-Cooling Engines was not to give more room for mistakes; it's that it allowed you to have a nearly-global presence in the map, even larger ones, so you could "split-siege" AND take part in team fights with impunity. Think of it in these terms: ThrustersThrusters last for 4 seconds, meaning Hyper-Cooling EnginesHyper-Cooling Engines made them available every 11 seconds. 60% move speed every 11 seconds which is not interrupted by taking damage? Holy carp!

Given that, as explained above, you have at most a few seconds to siege a fort, Hyper-Cooling EnginesHyper-Cooling Engines was essential to siege effectively (ironically as it sounds), as you could switch between forts and give a hell of a headache to the other team, since it forced them to pay attention to more forts. No wonder this talent was deleted. The only reason it was not as overpowered as it was supposed to be is that most Sgt. Hammer players were simply too incompetent to take full advantage of it or notice its potential. I lost count of the times I killed Hammers who thought they would get away with it merely because they had First Aid - my team usually knew that hammer had healing, so our ganks did not revolve around burst damage, but rather on CC combos.

"But, hey, I get to flatten the enemy forts and even keeps! How come I get so much more time?"

If you are able to flatten enemy forts and keeps in siege mode, either you are playing against the AI, or the other team is really, really, REALLY novice - the kind of team which enters 3x5 or even 2x5 team fights.

Edited by mctanaka

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3 hours ago, mctanaka said:

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

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1 hour ago, EDL666 said:

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

I think it has to do with the experiences with solo pushing. I have never been able to stay for more than a few seconds solo-pushing regardless of the Hero, unless the other team was completely inept. Sgt. Hammer has one of my lowest "timers" for solo-pushing. Maybe I had the bad luck to always be matched against Hammer-haters. :-D

(Or maybe it's bad luck in general; more often than not, my teammates are of the kind who engage 2x5 team fights, or are suicidal assassins who then proceed to blame me because I did not heal them - you know, that kind of stuff.)

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On 10/18/2019 at 1:09 AM, Guest Fire said:

Is there a reason for removing the siege build?

I believe that the Siege Build was renamed to Standard Build, rather than removed.

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Guest Fire
On 10/24/2019 at 9:58 PM, positiv2 said:

I believe that the Siege Build was renamed to Standard Build, rather than removed.

No no. The Siege Build was completely different. 

This was the old: Siege Build

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On 10/28/2019 at 9:26 AM, Guest Fire said:

No no. The Siege Build was completely different. 

This was the old: Siege Build

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

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1 hour ago, Oxygen said:

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

Yes YES! I'd like old siege Zagara back. Nothing like taking down towers within 1min of a game start.

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      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 damage lowered 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 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 lowers 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. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. 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 25 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%. Raven's Intellect Bonus increased from 75% to 125%. 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 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. 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. 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%. Talents
      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. 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. 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
      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 unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. 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 Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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