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BlizzCon hands-on first impressions: Greymane

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Greymane is one of the upcoming assassin-class Heroes for Heroes of the Storm. Check out his abilities, talents, and our first impressions from the BlizzCon build.

 

We've already briefly gone over the major reveals from Day One of BlizzCon. In this article, we'll take a deeper look at one of the new heroes, Genn Greymane, including our impressions after having gotten some hands-on time with the hero.

 

Abilities and Talents

 

Before we go over our impressions of the hero, we are listing its talent tree in this section. We've hidden it so it does not clutter the article, but feel free to expand it if you want to check the talents out (including our current preferred picks).

 

Human abilities

 

  • Gilnean Cocktail (Q) - Hurl a flask in a line that deals X damage to the first enemy hit and explodes for 3X damage to enemies in a cone behind them. 70 mana, 9s cooldown.
  • Inner Beast (W) - Gain 50% Attack Speed for 3 seconds. Basic Attacks refresh this duration. 60 mana, 16s cooldown.
  • Darkflight (E) - Shapeshift into a Worgen and leap at an enemy dealing X damage. 10 mana, 6s cooldown.

 

Worgen abilities

 

  • Razor Swipe (Q) - Swipe forward and damage enemies you pass through. No mana cost, 4s cooldown.
  • Inner Beast (W) - Same as the human form.
  • Disengage (E) - Dash towards the targeted location and shapeshift into a Human. No mana cost, 6s cooldown.

Talents - personal favourite picks are underlined

 

Level 1

  • Wolfheart – While Inner Beast is active, each Basic Attack lowers its cooldown by 1 second.
  • Perfect Aim – Increases Gilnean Cocktail’s range by 15% and refunds 35 Mana if it hits an enemy Hero.
  • Scented Tincture – Gilnean Cocktail reveals enemy Heroes for 10 seconds.
  • Viciousness – Increases Inner Beast’s duration to 4 seconds, and causes Ability damage to also refresh its duration.

Level 4

  • Thick Skin – Using Darkflight reduces the damage of the next 2 Heroic Basic Attacks made against you by 50%.
  • Eyes in the Dark – Disengage grants Stealth for 4 seconds.
  • Insatiable – Inner Beast causes Basic Attacks to restore 5 Mana, up to 100.

Level 7

  • Quicksilver Bullets – Increases Human Basic Attack range by 20%
  • Incendiary Elixir – Gilnean Cocktail deals 200% more damage to the enemy it impacts and explodes even if it misses.
  • Drought Overflow – Doubles Gilnean Cocktail explosion length.
  • Wizened Duelist – Takedowns increase Basic Attack damage by 3% each, up to 15%.

Level 10

  • Go For the Throat – Leap at an enemy Hero and shapeshift into a Worgen, slashing 3 times for X total damage. If this kills them, the Ability can be used a second time within 10 seconds for free. 90 mana, 120 cooldown.

 

  • Marked for the Kill – Shapeshift into a Human and fire a shot hitting the first enemy Hero for X damage. For 5 seconds, they are Vulnerable, taking 25% more damage, and you can re-activate this to leap at them and shapeshift into a Worgen. 75 mana, 60 cooldown.

Level 13

  • Running Wild – Increases Darkflight and Disengage’s range by 35%
  • Visceral Attacks – Worgen Basic Attacks reduce Razor Swipe’s cooldown by 1 second.
  • On The Prowl – Inner Beast increases your movement speed by 30% once it has been active for 3 seconds.
  • Unfettered Assault – Doubles the range of Razor Swipe, but increases the cooldown by 2 seconds.

​​

Level 16

  • Concentrated Blast – Increases Gilnean Cocktail’s damage by 50% while Inner Beast is active.
  • Relentless Predator – Reduces the duration of silences, stuns, slows, roots, and polymorphs against you by 75% for 5 seconds after transforming into Worgen form.
  • Executioner – Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets.
  • Alpha Killer – Worgen Basic Attacks against Heroes deal bonus damage equal to 3% of the Hero’s maximum Health.

Level 20

  • Unleashed – If the free cast of Go for the Throat kills its target, another free cast is provided.
  • Gilnean Roulette – Marked for the Kill passes through enemy Heroes, making all of them Vulnerable and allowing Leap to be used on each marked target once. The closest target is preferred.
  • Hunter’s Blunderbuss – Human Basic Attacks splash for 100% damage behind the target.
  • Tooth and Claw – Worgen Basic Attacks cleave for 100% damage.

 

Hero Design

 

Greymane is one of the 4 upcoming assassins announced at BlizzCon. Specifically, he is the first "hybrid" assassin, in that he has the ability to shapeshift, or transform himself, in order to completely change his ability set and heavily influence his short-term playstyle. In his basic "human" form, he fulfills the role of a typical ranged assassin, whittling down enemies with a barrage of relatively strong ranged attacks and abilities. In his alternate "Worgen" form, he fulfills the role of a melee assassin, dealing extreme levels of damage and rapidly closing gaps between himself and foes - at the cost of attack range, and, as a result, personal safety.

 

Unlike what I initially expected, shapeshifting is tied to his E-key ability, as opposed to being merely tied to his trait (D-key). Specifically, while in human form, the Darkflight ability (described in the spoiler above) causes Greymane to rapidly dash to a targeted enemy from a very respectable range, forcing him into his Worgen form. The trait itself includes a clause that makes the Worgen deal a hefty 40% more basic attack damage than the human one, at the cost of turning his once-safe ranged attack into a melee one. The Darkflight ability, as a Worgen, is replaced by Disengage, a long-ranged dash which, expectedly, allows one to disengage (or more recklessly, catch up to someone) and brings you back to that weaker but oh-so-reliable ranged human form.

 

The purpose of this design is twofold: first, it forces players to make use of both forms in order to play the hero optimally and, as such, exploit not only an limited facet of the hero. Second, it gives a very clear sense of direction to the hero's design, in that, without ever reading a single tooltip, you can very easily understand that the Worgen's purpose is to be in the thick of things (well, not so much, unless you do not value your own life) whereas the human form is meant to be played from range. This design is further emphasised by the fact that each respective form's abilities are appropriately ranged or melee, depending on the current form.

 

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Nidalee: Have we met somewhere?

 

Gamplay and Impressions

 

If you have played Nidalee from League of Legends, you may be well on your way to understanding the mindset that comes with playing shapeshifting heroes. In a best case scenario, you want to be in your most powerful form, and that is the melee one. However, as a frail assassin, this is hardly recommendable. As such, you must learn to appreciate each situation that is presented to you and respond accordingly by knowing when to go in for the kill, or simply relax from the back... at the cost of much potential damage.

 

The fact that the Worgen form feels so powerful and relentless makes the Darkflight ability very rewarding to use appropriately, but also, dangerously addicting. Against better judgement, I have more often than I would like to admit found myself dying in situations where I could have entirely lived simply because I wanted to embrace my inner beast and turn opponents into tiny red ribbons. As a side effect of his trait's potency (especially when combined with Inner Beast, described above), however, Greymane is a potent jungler, despite very limited self-sustain.

 

Gameplay-wise, his ranged form felt a bit like Valla, with the ability to deal a decent bit of area of effect damage and improve your own attack speed through attacks, and incentivising a constant use of basic attacks with Inner Beast. His melee form felt close to The Butcher, if simply not for the outrageous amount of damage that he could output, though also with the low cooldown, small area of effect Q-key ability that served to improve your uptime. If you happen to like either of these heroes (or even better, both!), which I do, then you may very much enjoy Greymane.

 

The hero's major downside is, as with most assassins, an appalling lack of any sort of crowd control. Not even his Heroic abilities offer him such options, something that is seldom seen in other heroes. I suppose that flexibility must come at a cost, must it not?

 

An Unfavourable Meta

 

With no crowd control nor any self-sustain (even through talents!), and an ability set that promotes an aggressive and frankly predictable in-your-face kind of playstyle, I can not currently foresee Greymane becoming a highly contested pick unless there is a drastic shift in a meta-game that is so punishing to melee heroes. Having the potential of dealing large amounts of damage is one thing, but if we are to learn anything from Friday's BlizzCon games, it is that team synergy and drafting is an overwhelming deciding factor for otherwise fair matches. And unfortunately for Greymane, he synergises very poorly with the vast majority of the hero pool and fails to bring new, meta-shaking tools to the field.

 

Some may argue that his "flexibility" is part of his strengths, but when we really get down to it, damage is damage. I must concede that he may see play as a finishing touch to well-drafted pick compositions that could use that bit of ranged damage, but that is nothing that other existing heroes may not provide.

 

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Genn Greymane in his ferocious Worgen form.

 

Conclusion

 

Greymane is a well-designed hero that is wildly satisfying to play. The majority of his talents complement an aggressive playstyle with more aggressive choices, which, unfortunately, may lock the hero away from seeing much serious play. I had a hard time gauging how much damage he actually dealt in comparison to other heroes, due to the fact that the BlizzCon build uses the new normalised hero stats, but his melee Worgen form is probably up there with The Butcher and Sonya. Both of his Heroic abilities involve dashing to something, meaning that if you fall behind, your team will have a difficult time to recover against well-coordinated teams.

 

For the more common of mortals, however, he will make a generalist pick that should work with and against most team compositions. Even when shifting to Worgen is hardly viable in some team fights, the form has an interesting PvE niche that will at least give it a purpose.

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Great write-up! Thanks for taking the time to put it all down.

This side of the scaling changes, the meta does seem to favor hard-hitting, self-sustaining heroes (since everyone is a little squishier). I agree that the lack of CC will hurt Greymane, and it leaves me wondering what niche he will fill. Perhaps a finisher, like the "new" Zeratul: stays safe until a hero is weak enough and jumps in for the kill. His ultimates certainly favor that kind of play style, and he has an incredible escape mechanic.

I wonder if you have any additional thoughts on him now that the new scaling is live and we've seen different assassin rise to compete for the coveted damage-dealing spot (Nova, Thrall)?

 

PS: One mechanics question, as I haven't been able to determine from the videos I've seen: does the cool down on Inner Beast start after casting, or after buff expires? e.g. will Inner Beast be able to attain full uptime like Sonya's Wrath if you keep swinging?

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PS: One mechanics question, as I haven't been able to determine from the videos I've seen: does the cool down on Inner Beast start after casting, or after buff expires? e.g. will Inner Beast be able to attain full uptime like Sonya's Wrath if you keep swinging?

 

Pretty sure you can keep it up permanently, though that's pretty hard to do outside of during the laning phase.

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      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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
      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! 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 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.
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