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Damien

Heroes of the Storm Gall

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So I heavily disagree with Twisting Neather being outright dismissed as an option. Shadowfury is an amazing heroic for taking down structures and does a great deal of single target damage when it hits, but it can be unreliable and has some pretty significant anti-synergy with upheaval (which throws all targets behind Cho). Twisting Neather does much less single target damage, but when combined with upheaval it can literally wipe entire teams. The fact that it has a built in wombo combo with upheaval is more then enough to warrant consideration. It's also a respectable AOE on it's own, but given it has a longer CD then upheaval, the two should pretty much always be used in conjunction. I will grant that twisting neather is pointless if Cho goes with the stun hammer.

 

Shove is another talent that deserves a second look. You know Vault, right? That Valla ability that instantly repositions you? Well Shove is basically that. It instantly repositions Cho'Gall wherever you want. This can be used to avoid skill shots, run away, as a secondary gap closer, and is all around extremely versatile in it's application. Granted, positioning is less important to Cho'Gall then it is to Valla, but the usefulness of giving them an instant dash should not be underestimated. It's especially useful at avoiding aoes like Johanna's circle and Jaina's Blizzard.

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So I heavily disagree with Twisting Neather being outright dismissed as an option. Shadowfury is an amazing heroic for taking down structures and does a great deal of single target damage when it hits, but it can be unreliable and has some pretty significant anti-synergy with upheaval (which throws all targets behind Cho). Twisting Neather does much less single target damage, but when combined with upheaval it can literally wipe entire teams. The fact that it has a built in wombo combo with upheaval is more then enough to warrant consideration. It's also a respectable AOE on it's own, but given it has a longer CD then upheaval, the two should pretty much always be used in conjunction. I will grant that twisting neather is pointless if Cho goes with the stun hammer.

 

Shove is another talent that deserves a second look. You know Vault, right? That Valla ability that instantly repositions you? Well Shove is basically that. It instantly repositions Cho'Gall wherever you want. This can be used to avoid skill shots, run away, as a secondary gap closer, and is all around extremely versatile in it's application. Granted, positioning is less important to Cho'Gall then it is to Valla, but the usefulness of giving them an instant dash should not be underestimated. It's especially useful at avoiding aoes like Johanna's circle and Jaina's Blizzard.

 

Good insight. After playing more, I've come to the same conclusion as you on both points. I'll be updating the guide shortly.

Here's a short clip featuring myself and Shove (and why I actually like the talent now): 

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Nice play on that Kerrigan there. As I mentioned in the Cho guide, Shove -> Z basically takes the place of Q as your dedicated escape, allowing for more offensive use of Q (I try to keep positioning related stuff in the Cho guide because it makes more sense). A couple other notes on Gall talents though.

 

For level 7, consider taking Dark Descent. 20% extra damage on Runic Blast is no joke and when combined with Runic Gauntlet it gives Cho'Gall patently ludicrous amounts of burst. Dark Descent is much stronger then your average snowball talent because getting 4 takedowns is trivial and will likely happen in your average teamfight. Cho'Gall is the perfect user of such an ability too, as your huge healthpool combined with your deceptive mobility options means that you simply should not be dieing, ever, so losing stacks is unlikely and rare.

 

As for level 4 talents, you have sold me on the joys of double back, however I will note that taking it does mean that your blobs won't go as far, which is a disadvantage if you want to play the long range poke game. Since Runic Persistence is an unadulterated piece of garbage, that leaves bomb's away, which gives your bombs a rather significant range upgrade. I'd say in most situations, double back is still probably better, but there is merit to playing the long range poke game (like trying to not die to leoric for instance).

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Nice play on that Kerrigan there. As I mentioned in the Cho guide, Shove -> Z basically takes the place of Q as your dedicated escape, allowing for more offensive use of Q (I try to keep positioning related stuff in the Cho guide because it makes more sense). A couple other notes on Gall talents though.

 

For level 7, consider taking Dark Descent. 20% extra damage on Runic Blast is no joke and when combined with Runic Gauntlet it gives Cho'Gall patently ludicrous amounts of burst. Dark Descent is much stronger then your average snowball talent because getting 4 takedowns is trivial and will likely happen in your average teamfight. Cho'Gall is the perfect user of such an ability too, as your huge healthpool combined with your deceptive mobility options means that you simply should not be dieing, ever, so losing stacks is unlikely and rare.

 

As for level 4 talents, you have sold me on the joys of double back, however I will note that taking it does mean that your blobs won't go as far, which is a disadvantage if you want to play the long range poke game. Since Runic Persistence is an unadulterated piece of garbage, that leaves bomb's away, which gives your bombs a rather significant range upgrade. I'd say in most situations, double back is still probably better, but there is merit to playing the long range poke game (like trying to not die to leoric for instance).

 

Yup, we've also started running Dark Descent, partly because it's easier to stay alive, and partly because we're just better at the hero. The Cho'gall buffs really helped his build diversity. I'll consign all of this in time.

 

I'm glad you started to appreciate Double Back. That thing is completely underrated, and I can understand why it seems like a poor choice at a first glance.

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So new patch brought good news and bad news. Good news is that bans are now a thing making it harder to counterpick Cho'Gall in ranked. Bad news is that reworked Tychus has level 1 Giant Slayer and is actually pretty hard to blow up, making him one of the few legitimate Cho'Gall counters. The worst news is that Cho'Gall is now bugged so that you cannot detonate rune bomb while using shadowbolt fury, pretty much eliminating his teamfight potential should you choose that ult (I'm personally partial to upheaval/neather, but the removal of a previously viable ulti is a nerf that cannot be understated)

 

imo these are the things that hard counter Cho Gall

 

1. Leoric: tanky, %health damage, and entomb all work to make this guy a nightmare to fight against as Cho'Gall, avoid at all costs.

 

2. Anub'arak: Cacoon takes Cho'Gall out of the fight for an unacceptable amount of time and is nearly impossible to avoid. Zagara is similarly troublesome, but unlike anub, she has no real mobility and is squishy, making her a fairly easy target for upheaval/neather. Anub has enough mobility and tankyness to avoid being bursted in this manner.

 

3. Tychus?: I need to play more games against reworked Tychus to be certain, but level 1 giant slayer + tankyness + self peel really harms Cho's ability to bully him in the early game.

 

 

I do not consider Rayner to be a counter to Cho'Gall simply because prior to level 10 you can literally walk all over him and he can't do much about it while later in the game he has no real way to avoid upheaval, bringing him into your team to get blown up before giant slayer becomes a factor. I actually consider him a rather poor choice to fight Cho'Gall.

 

I do not consider Butcher or Illidan to be counters because literally everyone loses 1v1 to them post 10 and Cho'Gall has plenty of tools to avoid being in a 1v1 situation with either of these foes. Cho'Gall has enough health to survive any burst these foes can bring against him and enough mobility to escape to wherever he needs to. Not to mention that auto attacks spent on Cho'Gall are auto attacks not being spent on your squishies, so getting focuesed by either of these heroes in teamfights is usually a recipe for victory (unless they are super ahead, in which case you just need to pray for a solid ambush to take them by surprise)

 

Hopefully Blizz will fix the ulti bug soon so that I can get back to stomping ranked with Cho'Gall.

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So new patch brought good news and bad news. Good news is that bans are now a thing making it harder to counterpick Cho'Gall in ranked. Bad news is that reworked Tychus has level 1 Giant Slayer and is actually pretty hard to blow up, making him one of the few legitimate Cho'Gall counters. The worst news is that Cho'Gall is now bugged so that you cannot detonate rune bomb while using shadowbolt fury, pretty much eliminating his teamfight potential should you choose that ult (I'm personally partial to upheaval/neather, but the removal of a previously viable ulti is a nerf that cannot be understated)

 

imo these are the things that hard counter Cho Gall

 

1. Leoric: tanky, %health damage, and entomb all work to make this guy a nightmare to fight against as Cho'Gall, avoid at all costs.

 

2. Anub'arak: Cacoon takes Cho'Gall out of the fight for an unacceptable amount of time and is nearly impossible to avoid. Zagara is similarly troublesome, but unlike anub, she has no real mobility and is squishy, making her a fairly easy target for upheaval/neather. Anub has enough mobility and tankyness to avoid being bursted in this manner.

 

3. Tychus?: I need to play more games against reworked Tychus to be certain, but level 1 giant slayer + tankyness + self peel really harms Cho's ability to bully him in the early game.

 

 

I do not consider Rayner to be a counter to Cho'Gall simply because prior to level 10 you can literally walk all over him and he can't do much about it while later in the game he has no real way to avoid upheaval, bringing him into your team to get blown up before giant slayer becomes a factor. I actually consider him a rather poor choice to fight Cho'Gall.

 

I do not consider Butcher or Illidan to be counters because literally everyone loses 1v1 to them post 10 and Cho'Gall has plenty of tools to avoid being in a 1v1 situation with either of these foes. Cho'Gall has enough health to survive any burst these foes can bring against him and enough mobility to escape to wherever he needs to. Not to mention that auto attacks spent on Cho'Gall are auto attacks not being spent on your squishies, so getting focuesed by either of these heroes in teamfights is usually a recipe for victory (unless they are super ahead, in which case you just need to pray for a solid ambush to take them by surprise)

 

Hopefully Blizz will fix the ulti bug soon so that I can get back to stomping ranked with Cho'Gall.

 

I've come to similar conclusions and will be updating the guide within the next few weeks. Thanks for the post - I more or less agree with most of it. I don't believe Tychus to be good against him, despite the true damage; that requires sustaining attacks, and with his short range, that's asking to get poked to the grave.

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http://eu.battle.net/heroes/en/blog/20099322/heroes-of-the-storm-patch-notes-april-19-2016-19-04-2016

 

"Gall can now properly cast Runic Blast while channeling Shadow Bolt Volley."

 

 

Praise the bug fix, Shadowbolt Volley is no longer terrible. Cho'Gall is viable again (still partial to upheaval/neather, but the removal of a viable ult always hurts).

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So I want to ask for your advice on something, what kinds of teamcomps does Cho'Gall like to play with and against? I've been playing more Cho'Gall then before thanks to bans + bug fix and I've notice that games generally come down to team comp/team cohesion more then anything else.

 

From my experiences, he can do well in 2 comps. First is the dive comp, just because he can Q in, hammer people around to disrupt their formation, and mop up the most out of position enemy. The other is the wombo comp, where he upheaval-neathers a large portion of the enemy team into himself and the rest of the team follows up for an easy wipe. I've found that he pairs extremely well with rehgar due to his burst heals, but he does not do so well with dedicated tanks like Johanna (just not enough damage). He's not great at being solo melee, so I feel like he needs a bruiser to help peel for the squishies.

 

The main guys I've had particular success with are Rehgar, Xul(Poison Nova has nice synergy with upheaval-neather and can make it difficult for the enemy team to recover. Also Bruiser with hard CC), Jaina, Medic, and KT.

 

As for bad games, generally he doesn't do so well against teams with multiple bruisers. Cho'Gall relies heavily on their abilities to deal damage and damage output decreases significantly when CDs are down. I wonder if there are playstyle adjustments to be made for different teamcomps. As mentioned before he doesn't like being the only tank very much, but if you have a hard tank like Johanna or Chen I've found the team just doesn't do enough damage.

 

What have your experiences with him been like as far as fitting him into teams go?

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I hope Blizzard give him a rework someday. All builds are the same bread and butter, he lacks diversity and the right tools to be a real threat. While he has great stage presence, having one less Hero on the team should make Cho'gall stronger as two heroes combined; yet he fails to deliver that. I love playing as Gall and I have a good friend who is an awesome Cho, but he doesn't have much presence in the meta and is so easily countered. That saddens me.

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On 5/14/2016 at 10:08 PM, WebBowser said:

So I want to ask for your advice on something, what kinds of teamcomps does Cho'Gall like to play with and against? I've been playing more Cho'Gall then before thanks to bans + bug fix and I've notice that games generally come down to team comp/team cohesion more then anything else.

 

From my experiences, he can do well in 2 comps. First is the dive comp, just because he can Q in, hammer people around to disrupt their formation, and mop up the most out of position enemy. The other is the wombo comp, where he upheaval-neathers a large portion of the enemy team into himself and the rest of the team follows up for an easy wipe. I've found that he pairs extremely well with rehgar due to his burst heals, but he does not do so well with dedicated tanks like Johanna (just not enough damage). He's not great at being solo melee, so I feel like he needs a bruiser to help peel for the squishies.

 

The main guys I've had particular success with are Rehgar, Xul(Poison Nova has nice synergy with upheaval-neather and can make it difficult for the enemy team to recover. Also Bruiser with hard CC), Jaina, Medic, and KT.

 

As for bad games, generally he doesn't do so well against teams with multiple bruisers. Cho'Gall relies heavily on their abilities to deal damage and damage output decreases significantly when CDs are down. I wonder if there are playstyle adjustments to be made for different teamcomps. As mentioned before he doesn't like being the only tank very much, but if you have a hard tank like Johanna or Chen I've found the team just doesn't do enough damage.

 

What have your experiences with him been like as far as fitting him into teams go?

Surprisingly enough, I find that Cho'gall works with and against most team compositions. I will, however, go ahead and (pompously) say that my typical partner and I play an excessively... solid Cho'gall. In a lot of cases, our win condition has quite literally been in getting a lot of value out of our heroic abilities (i.e. ripping 1-2 kills away), or reaching level 20 with Gift of C'thun. They're definitely key in winning with Cho'gall.

On 12/6/2016 at 6:06 PM, Valhalen said:

I hope Blizzard give him a rework someday. All builds are the same bread and butter, he lacks diversity and the right tools to be a real threat. While he has great stage presence, having one less Hero on the team should make Cho'gall stronger as two heroes combined; yet he fails to deliver that. I love playing as Gall and I have a good friend who is an awesome Cho, but he doesn't have much presence in the meta and is so easily countered. That saddens me.

One thing I find excessively important on Cho'gall is applying constant map pressure. As I see it, it generally takes two heroes to counter his pushing; play aggressively versus one hero, and get your poking game on point.

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Hey Oxygen, just took a look at your new guide. I have a few points of contention:

 

1. I'm shocked, shocked I say, that you have not seen the potential of the twilight nova + lead orb combo. Yes, it comes up late in the game, yes it requires you to give up multiple shadowflame talents, but it practically gives you apocalypse on a 6 second cooldown. Ok, that's a tiny exaggeration due to the shorter stun length, but the disruptiveness of a massive, nigh impossible to avoid aoe stun on a 6 second cd should not be underestimated.

2. I think you're underselling Ogre Rampage just a tiny bit. From my experience, it is not uncommon for cho'gall to come under focus fire at some point during a teamfight. However, just because you are under fire does not mean Gall should stop casting spells (obviously). Ogre Rampage allows Gall to continue dealing good damage even while Cho'Gall is being focused (also has nice synergy with the lead nova combo above).

3. Psychotic Break does have an application, largely the same one as it did before. If you're absolutely convinced that the game is going to end in approximately 60 seconds, then this talent is probably better then upgraded neather (debatable better then shadowbolt fury, but I don't think so). Being able to get in that extra 10 seconds of damage during the final teamfight can easily mean the difference between winning and losing.

4. Will of Cho/Will of Gall have one and only one application: If you're level 20, have not chosen shadowbolt volley, and have a reasonable suspicion that the next teamfight will not decide the game(generally this means neither side has lost a keep by level 20). In this scenario, you can increase your damage by a good 8 to 10 percent by the time you hit your next teamfight, which is probably better then the teleport talent (I only take neather with upheavel, so I haven't found the blink to be useful). Is this niche enough to elevate it to "situational"? Probably not, especially at higher levels, but it has a place.

 

Overall great guide. I've been using Double Back lately, but I should probably give runic persistence a try vs less melee heavy teams.

Edited by WebBowser

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21 hours ago, WebBowser said:

1. I'm shocked, shocked I say, that you have not seen the potential of the twilight nova + lead orb combo. Yes, it comes up late in the game, yes it requires you to give up multiple shadowflame talents, but it practically gives you apocalypse on a 6 second cooldown. Ok, that's a tiny exaggeration due to the shorter stun length, but the disruptiveness of a massive, nigh impossible to avoid aoe stun on a 6 second cd should not be underestimated.

Given the low duration of the stun, it feels like a channel cancelling ability more than anything. Besides, ShadowsnareShadowsnare provides stronger CC, which is why picking it over Leaden OrbLeaden Orb is recommended.

21 hours ago, WebBowser said:

2. I think you're underselling Ogre Rampage just a tiny bit. From my experience, it is not uncommon for cho'gall to come under focus fire at some point during a teamfight. However, just because you are under fire does not mean Gall should stop casting spells (obviously). Ogre Rampage allows Gall to continue dealing good damage even while Cho'Gall is being focused (also has nice synergy with the lead nova combo above).

It forces you to spam the trait, which can be difficult at times, and puts even more emphasis on the communication between Cho and Gall players. Even though Double TroubleDouble Trouble suffers from the same issue, it is much less significant and does not affect the damage output or defences by forcing you to spam the trait.

21 hours ago, WebBowser said:

3. Psychotic Break does have an application, largely the same one as it did before. If you're absolutely convinced that the game is going to end in approximately 60 seconds, then this talent is probably better then upgraded neather (debatable better then shadowbolt fury, but I don't think so). Being able to get in that extra 10 seconds of damage during the final teamfight can easily mean the difference between winning and losing.

Aside from sieging power, it has little use. And how often does the game end with only a few % left on the Core of one team? Very rarely, from my experience. This means you should go for the massive damage output of ShadowfuryShadowfury, especially if it helps with pushing core as well, as you can both defend your teammates from the opponent team saving core, while also being able to deal massive damage to the core at the same time.

22 hours ago, WebBowser said:

4. Will of Cho/Will of Gall have one and only one application: If you're level 20, have not chosen shadowbolt volley, and have a reasonable suspicion that the next teamfight will not decide the game(generally this means neither side has lost a keep by level 20). In this scenario, you can increase your damage by a good 8 to 10 percent by the time you hit your next teamfight, which is probably better then the teleport talent (I only take neather with upheavel, so I haven't found the blink to be useful). Is this niche enough to elevate it to "situational"? Probably not, especially at higher levels, but it has a place.

Not only it is a somewhat rare sight, but as every kill counts, as having 5v4 is often enough to push at least one keep. More importantly, once a teamfight happens, the ShadowfuryShadowfury allows you to win the teamfight somewhat easily, provided it doesn't go to waste, which can be sufficient to push all the way to core, given how long the respawn times are during the late-game.

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1 hour ago, positiv2 said:

Given the low duration of the stun, it feels like a channel cancelling ability more than anything. Besides, ShadowsnareShadowsnare provides stronger CC, which is why picking it over Leaden OrbLeaden Orb is recommended.

Since when was a 10-30% slow that hits 1 or 2 targets make for better CC then stunning the entire team for .5 seconds? When combined with Twilight Nova, it becomes very easy to consistently hit the entire team with the orb, and on a 6 second cooldown you can do this multiple times per fight. .5 seconds isn't oppressive, but in the world of stuns it's by no means short, and the fact you can hit the entire team with it easily and consistently is not something you can ignore.

It forces you to spam the trait, which can be difficult at times, and puts even more emphasis on the communication between Cho and Gall players. Even though Double TroubleDouble Trouble suffers from the same issue, it is much less significant and does not affect the damage output or defences by forcing you to spam the trait.

I think you're overestimating how long fights last. Let's make a few assumptions, shall we?

1. If Cho'Gall is not under heavy fire, then Ogre Rage will be active

2. Cho'Gall is generally not under heavy fire until after the enemy team has hard committed to the fight

3. Once the enemy team has hard committed to the fight, the fight will generally be over in about 10-15 seconds.

Under these assumptions, it's reasonable to suggest that during a teamfight, Cho'Gall will switch traits exactly once(due to the 5 second cooldown), which is when he comes under heavy fire. This is something Cho should be doing anyway, regardless of what talent Gall happened to have picked. It is unlikely that Ogre Rampage will require Cho'Gall to swap any more often then they do, because they really can't. The ability for Gall to continue outputting strong damage while under heavy fire, even for just a few seconds, is valuable (because teamfights generally only last a few seconds anyway).

Aside from sieging power, it has little use. And how often does the game end with only a few % left on the Core of one team? Very rarely, from my experience. This means you should go for the massive damage output of ShadowfuryShadowfury, especially if it helps with pushing core as well, as you can both defend your teammates from the opponent team saving core, while also being able to deal massive damage to the core at the same time.

Shadowfury is pretty much always optimal (unless you're literally on top the enemy core and ult is on CD). However, this talent is only available to those who pick shadowbolt volley at 10, meaning people with Twisting Nether will have to pick something else (none of the above is obviously not viable). The twisting nether upgrade is significantly weaker then the shadowbolt volley upgrade, which gives us reason to debate the value of the other two talents. Furthermore, sometimes you hit level 20 and you are quite literally on top of the opponent's core, which makes this talent much more attractive. Remember, you do not have to pick your level 20 talent before the game starts.

Not only it is a somewhat rare sight, but as every kill counts, as having 5v4 is often enough to push at least one keep. More importantly, once a teamfight happens, the ShadowfuryShadowfury allows you to win the teamfight somewhat easily, provided it doesn't go to waste, which can be sufficient to push all the way to core, given how long the respawn times are during the late-game.

If the game lasts for more then 1 teamfight, I'd argue that this is worth it over upgraded nether (I simply do not value having a teleport on your ultimate when upheaval should be doing the positioning for you and nether should never be taken with hammer). I agree that Shadowfury is better then this talent literally every time though.

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7 hours ago, WebBowser said:

Since when was a 10-30% slow that hits 1 or 2 targets make for better CC then stunning the entire team for .5 seconds? When combined with Twilight Nova, it becomes very easy to consistently hit the entire team with the orb, and on a 6 second cooldown you can do this multiple times per fight. .5 seconds isn't oppressive, but in the world of stuns it's by no means short, and the fact you can hit the entire team with it easily and consistently is not something you can ignore.

It's harder to evade, so you are guaranteed to get the slow, while withe the 0.5s stun, it can be somewhat easily avoided by more skillful players. So, a guaranteed 10-30% slow is indeed better than a coinflip 0.5s stun (so, not really "easily and consistently"), even with Twilight NovaTwilight Nova, which is something you should not take over the massive damage output of Searing ShadowsSearing Shadows.

And to quote the guide's description of Dread OrbDread Orb - "Any more than one such hit falls within the realm of luck or otherwise bad play from an opponent's part." So, Leaden OrbLeaden Orb might be a somewhat good pick in lower leagues and in Quick Match, as the skill is often quite low, it's not a consistent CC in higher leagues or against teams in QM that are playing to win.

Additionally, with Double TroubleDouble Trouble the slow gets applied much more quickly.

7 hours ago, WebBowser said:

I think you're overestimating how long fights last. Let's make a few assumptions, shall we?

1. If Cho'Gall is not under heavy fire, then Ogre Rage will be active

2. Cho'Gall is generally not under heavy fire until after the enemy team has hard committed to the fight

3. Once the enemy team has hard committed to the fight, the fight will generally be over in about 10-15 seconds.

Under these assumptions, it's reasonable to suggest that during a teamfight, Cho'Gall will switch traits exactly once(due to the 5 second cooldown), which is when he comes under heavy fire. This is something Cho should be doing anyway, regardless of what talent Gall happened to have picked. It is unlikely that Ogre Rampage will require Cho'Gall to swap any more often then they do, because they really can't. The ability for Gall to continue outputting strong damage while under heavy fire, even for just a few seconds, is valuable (because teamfights generally only last a few seconds anyway).

When Cho'Gall is under heavy fire, he usually is attacked in melee range as well. This means Cho usually uses Consuming BlazeConsuming Blaze, which means that you will be benefitting from Double TroubleDouble Trouble as well. 

However, when Cho'Gall is not under heavy fire, it's good to have Ogre RageOgre Rage up, which obviously makes Ogre RampageOgre Rampage a dead pick. However, if you are able to get the cooldown reduction bonus of Double TroubleDouble Trouble, especially if you have completed it, the damage output is about the same, but can be obtained without having to switch to Ogre HideOgre Hide, which helps if you want to use Shadow Bolt VolleyShadow Bolt Volley during the fight. 

Let's also not forget that Cho'Gall might not be under attack until the end of the fight, with the other heroes on your team dead, in which case Ogre RampageOgre Rampage isn't of much use anyway.

7 hours ago, WebBowser said:

Shadowfury is pretty much always optimal (unless you're literally on top the enemy core and ult is on CD). However, this talent is only available to those who pick shadowbolt volley at 10, meaning people with Twisting Nether will have to pick something else (none of the above is obviously not viable). The twisting nether upgrade is significantly weaker then the shadowbolt volley upgrade, which gives us reason to debate the value of the other two talents. Furthermore, sometimes you hit level 20 and you are quite literally on top of the opponent's core, which makes this talent much more attractive. Remember, you do not have to pick your level 20 talent before the game starts.

Well, the case you describe, it does indeed seem better to take Psychotic BreakPsychotic Break, but let's be honest - it's not exactly a common situation. Shifting NetherShifting Nether allows you to win teamfight somewhat more easily, as you don't give the opposing heroes (that get countered by CC) enough time to run, allowing your team's diver to take the kills, significantly reducing the damage dealt by the opposing team, because the heroes that get countered by CC are usually assassins. This gives you more time or more heroes to push the core, resulting in a similar situation, though with a few differences - the power during fights is higher, but you are less likely to get to the core and push it like you would be with Psychotic BreakPsychotic Break, but the question is - how much less likely are you?

7 hours ago, WebBowser said:

If the game lasts for more then 1 teamfight, I'd argue that this is worth it over upgraded nether (I simply do not value having a teleport on your ultimate when upheaval should be doing the positioning for you and nether should never be taken with hammer). I agree that Shadowfury is better then this talent literally every time though.

If the Cho'Gall chose Twisting NetherTwisting Nether, but the power has shifted from assassins to tanks (early-game-focused assassins, late-game-focused tanks), and the game is not nearing end, then The Will of GallThe Will of Gall seems like a solid choice, but again, it is not exactly a common sight to have pushed no keeps by level 20, or at least not in my games.

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16 hours ago, positiv2 said:

It's harder to evade, so you are guaranteed to get the slow, while withe the 0.5s stun, it can be somewhat easily avoided by more skillful players. So, a guaranteed 10-30% slow is indeed better than a coinflip 0.5s stun (so, not really "easily and consistently"), even with Twilight NovaTwilight Nova, which is something you should not take over the massive damage output of Searing ShadowsSearing Shadows.

And to quote the guide's description of Dread OrbDread Orb - "Any more than one such hit falls within the realm of luck or otherwise bad play from an opponent's part." So, Leaden OrbLeaden Orb might be a somewhat good pick in lower leagues and in Quick Match, as the skill is often quite low, it's not a consistent CC in higher leagues or against teams in QM that are playing to win.

Additionally, with Double TroubleDouble Trouble the slow gets applied much more quickly.

I agree that you are giving up a lot of single target damage by going Twilight Nova over Searing Shadows, however in terms of AoE damage the two builds are actually pretty comparable. Granted, generally it's better to deal 75% of a single hero's health then it is to set the entire team to 50%, but throw in a large, difficult to avoid stun just 3 levels later and suddenly the AoE build starts having some serious application. From experience I can say that a twilight nova powered dread orb is very difficult to avoid during a teamfight, just because of the wide spread it covers, and is pretty much guaranteed to hit multiple heroes, if not the entire team. I would not recommend Leaden Orb if you do not have Twilight Nova though.

When Cho'Gall is under heavy fire, he usually is attacked in melee range as well. This means Cho usually uses Consuming BlazeConsuming Blaze, which means that you will be benefitting from Double TroubleDouble Trouble as well. 

However, when Cho'Gall is not under heavy fire, it's good to have Ogre RageOgre Rage up, which obviously makes Ogre RampageOgre Rampage a dead pick. However, if you are able to get the cooldown reduction bonus of Double TroubleDouble Trouble, especially if you have completed it, the damage output is about the same, but can be obtained without having to switch to Ogre HideOgre Hide, which helps if you want to use Shadow Bolt VolleyShadow Bolt Volley during the fight.

So fun fact, a skill's damage is actually calculated right when the ability is cast, and will not change even if Gall were to suffer from an ability power reduction while the skill is still out. What this means in practice is that as long as you cast your orbs and shadowbolt volley/twisting nether before cho activates ogre hide, you still get the full benefit of ogre rage. Since Shadowbolt Volley is optimally cast before everyone is on top of you (the closer people are, the easier it is for them to dodge the laser), this is fairly easy to accomplish. If a teamfight lasts long enough for you to swap from Ogre Rage to Ogre Hide and back to Ogre Rage, then you probably are winning because this would mean that you came under heavy fire but did not die. I still maintain that picking Ogre Rampage should not change how Cho'Gall utilizes their talent.

Let's also not forget that Cho'Gall might not be under attack until the end of the fight, with the other heroes on your team dead, in which case Ogre RampageOgre Rampage isn't of much use anyway.

This, however, is a fair knock against Ogre Rampage. If you find yourself not switching to Ogre Hide during teamfights for whatever reason, then this talent is bad.

Well, the case you describe, it does indeed seem better to take Psychotic BreakPsychotic Break, but let's be honest - it's not exactly a common situation. Shifting NetherShifting Nether allows you to win teamfight somewhat more easily, as you don't give the opposing heroes (that get countered by CC) enough time to run, allowing your team's diver to take the kills, significantly reducing the damage dealt by the opposing team, because the heroes that get countered by CC are usually assassins. This gives you more time or more heroes to push the core, resulting in a similar situation, though with a few differences - the power during fights is higher, but you are less likely to get to the core and push it like you would be with Psychotic BreakPsychotic Break, but the question is - how much less likely are you?

If the Cho'Gall chose Twisting NetherTwisting Nether, but the power has shifted from assassins to tanks (early-game-focused assassins, late-game-focused tanks), and the game is not nearing end, then The Will of GallThe Will of Gall seems like a solid choice, but again, it is not exactly a common sight to have pushed no keeps by level 20, or at least not in my games.

What exactly is Shifting Nether giving you that Upheaval, a talent Cho probably took 10 levels earlier, is not? All Shifting Nether does is position yourself into the middle of the enemy team for optimal ult damage, but Upheaval already does that, and does a better job at it too (it's safer, goes out further, and puts your teammates in position as to unload as well). I earnestly consider Shifting Nether to be a worthless talent, which is why I'm bringing up these two exceedingly situational talents at all, and before you mention that Cho might pick hammer... no, just no. If Cho picks hammer, you should not be running nether because it then becomes nearly impossible to get a good nether until 20, and you simply cannot go 10 levels with a useless ult and expect to win.

 

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15 hours ago, WebBowser said:

I agree that you are giving up a lot of single target damage by going Twilight Nova over Searing Shadows, however in terms of AoE damage the two builds are actually pretty comparable. Granted, generally it's better to deal 75% of a single hero's health then it is to set the entire team to 50%, but throw in a large, difficult to avoid stun just 3 levels later and suddenly the AoE build starts having some serious application. From experience I can say that a twilight nova powered dread orb is very difficult to avoid during a teamfight, just because of the wide spread it covers, and is pretty much guaranteed to hit multiple heroes, if not the entire team. I would not recommend Leaden Orb if you do not have Twilight Nova though.

I happened to play a game against Cho'Gall with the 2 core abilities you are advocating - Leaden OrbLeaden Orb and Twilight NovaTwilight Nova, and I managed to get one time by the stun (was playing Gul'dan), and my friend playing Dehaka got stunned by the Leaden OrbLeaden Orb about 3 times total, which is, out of 22-level-long game, quite insignificant, and is the biggest reason not to pick it - it is hard to land, even in teamfights, as I had the opportunity to experience. It's good as a waveclear, but that's not why Cho'Gall should be picked. 

Yeah, the synergy between the two talents is good, so much that I do feel they are tied together - one should never pick one of the two talents without picking the other, indeed.

Then again, I had a good team that was able to evade most of the skillshots, not only Gall's Dread OrbDread Orb, so maybe the build works in lower skill brackets where the players don't really have the idea what they're supposed (not) to do. Does it?

15 hours ago, WebBowser said:

So fun fact, a skill's damage is actually calculated right when the ability is cast, and will not change even if Gall were to suffer from an ability power reduction while the skill is still out. What this means in practice is that as long as you cast your orbs and shadowbolt volley/twisting nether before cho activates ogre hide, you still get the full benefit of ogre rage. Since Shadowbolt Volley is optimally cast before everyone is on top of you (the closer people are, the easier it is for them to dodge the laser), this is fairly easy to accomplish. If a teamfight lasts long enough for you to swap from Ogre Rage to Ogre Hide and back to Ogre Rage, then you probably are winning because this would mean that you came under heavy fire but did not die. I still maintain that picking Ogre Rampage should not change how Cho'Gall utilizes their talent.

That's something I actually did not know. Thanks!

From experience, past lvl-20 with ShadowfuryShadowfury, Shadow Bolt VolleyShadow Bolt Volley is incredibly strong if you lose a teamfight and the opponent are nearing you while you move slowly away, forcing your opponents to go into some kind of cone or a line as they try to chase you, giving you the highest and easiest damage. In this case, switching the trait doesn't do much either, as the opponents will often die or run away, not letting you to take advantage of the reduced cooldowns.

If Cho is unable to switch traits when stunned or silenced, it adds another danger and lowers the quality of the talent.

15 hours ago, WebBowser said:

What exactly is Shifting Nether giving you that Upheaval, a talent Cho probably took 10 levels earlier, is not? All Shifting Nether does is position yourself into the middle of the enemy team for optimal ult damage, but Upheaval already does that, and does a better job at it too (it's safer, goes out further, and puts your teammates in position as to unload as well). I earnestly consider Shifting Nether to be a worthless talent, which is why I'm bringing up these two exceedingly situational talents at all, and before you mention that Cho might pick hammer... no, just no. If Cho picks hammer, you should not be running nether because it then becomes nearly impossible to get a good nether until 20, and you simply cannot go 10 levels with a useless ult and expect to win.

It's not about in what way the talents are different, but how they work together - you port over to the enemy team and pull all of them to you with the UpheavalUpheaval, resulting in massive CC with a very good accuracy, allowing your team to pick of any of CC-sensitive heroes, and given the Twisting NetherTwisting Nether is not a trash talent only if the opposing team has a considerable amount of CC-sensitive heroes, you will often win the teamfight with this combo.

Twisting NetherTwisting Nether can also be picked as a follow-up to other AoE stuns or CCs, like Mosh PitMosh Pit, allowing you to stop the enemies for a very long time, while also allowing Cho to pick Hammer of TwilightHammer of Twilight, as you will be able to hit the Twisting NetherTwisting Nether without UpheavalUpheaval. Obviously there won't be any synergy between Cho's and Gall's ultimate abilities, and they  will have to be used separately, but with the two talents being strong in different situations, I do not think it is that bad.
It's fairly situational, as there aren't that many abilities that propagate the use of Twisting NetherTwisting Nether more than the use of Shadow Bolt VolleyShadow Bolt Volley

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8 hours ago, positiv2 said:

I happened to play a game against Cho'Gall with the 2 core abilities you are advocating - Leaden OrbLeaden Orb and Twilight NovaTwilight Nova, and I managed to get one time by the stun (was playing Gul'dan), and my friend playing Dehaka got stunned by the Leaden OrbLeaden Orb about 3 times total, which is, out of 22-level-long game, quite insignificant, and is the biggest reason not to pick it - it is hard to land, even in teamfights, as I had the opportunity to experience. It's good as a waveclear, but that's not why Cho'Gall should be picked. 

Yeah, the synergy between the two talents is good, so much that I do feel they are tied together - one should never pick one of the two talents without picking the other, indeed.

Then again, I had a good team that was able to evade most of the skillshots, not only Gall's Dread OrbDread Orb, so maybe the build works in lower skill brackets where the players don't really have the idea what they're supposed (not) to do. Does it?

 

hmmm, must be a skill bracket thing. In my bracket, you can fire off an apocalypse after the enemy hard engages, and most of them  will either fail to or be unable to dodge the runes before they go off. I do not know how frequently that happens in practice at your level of play, but perhaps something similar is happening here (I'll admit I'm not the world's most skilled player).  If it's that difficult to consistently land even with the two talents together, then it's probably only good as a wombo follow up similar to Diablo's apoc.

8 hours ago, positiv2 said:

That's something I actually did not know. Thanks!

That was literally the first thing I tested when the rework dropped because I misread the passive cd as .5 seconds and wanted to see how much I could abuse it (turns out the 5 second cd is very relevant)

8 hours ago, positiv2 said:

From experience, past lvl-20 with ShadowfuryShadowfury, Shadow Bolt VolleyShadow Bolt Volley is incredibly strong if you lose a teamfight and the opponent are nearing you while you move slowly away, forcing your opponents to go into some kind of cone or a line as they try to chase you, giving you the highest and easiest damage. In this case, switching the trait doesn't do much either, as the opponents will often die or run away, not letting you to take advantage of the reduced cooldowns.

That's a fair, if not rather specific situation. Personally, I think that situation comes up due to matchup inexperience then anything, as you should not be chasing Cho'Gall while shadowbolt volley is up. Honestly, if the shadowbolt build is in fact the optimal build (which at this point it may very well be), then this talent has little use not because it's a bad talent but because it conflicts with double trouble.

8 hours ago, positiv2 said:

If Cho is unable to switch traits when stunned or silenced, it adds another danger and lowers the quality of the talent.

I earnestly have no idea whether or not this is the case. This is actually kinda friggen important as there are several initiation abilities that do one of those two things (sylv ult, muradin hammer, Malf ult, Tyrande stun, Diablo's grab, ETC slide/ult, etc), and as a cho player I definitely want to know if I need to ogre hide before I get stunned or if I can do it whenever.

8 hours ago, positiv2 said:

It's not about in what way the talents are different, but how they work together - you port over to the enemy team and pull all of them to you with the UpheavalUpheaval, resulting in massive CC with a very good accuracy, allowing your team to pick of any of CC-sensitive heroes, and given the Twisting NetherTwisting Nether is not a trash talent only if the opposing team has a considerable amount of CC-sensitive heroes, you will often win the teamfight with this combo.

Twisting NetherTwisting Nether can also be picked as a follow-up to other AoE stuns or CCs, like Mosh PitMosh Pit, allowing you to stop the enemies for a very long time, while also allowing Cho to pick Hammer of TwilightHammer of Twilight, as you will be able to hit the Twisting NetherTwisting Nether without UpheavalUpheaval. Obviously there won't be any synergy between Cho's and Gall's ultimate abilities, and they  will have to be used separately, but with the two talents being strong in different situations, I do not think it is that bad.
It's fairly situational, as there aren't that many abilities that propagate the use of Twisting NetherTwisting Nether more than the use of Shadow Bolt VolleyShadow Bolt Volley

Both excellent points that I have not previously considered. Out of curiosity, what is your definition of a "CC sensitive hero?" I have found the upheaval/nether combo to be really strong if the enemy has multiple backline squishies that want to stay as far away from the fight as possible and want absolutely nothing to do with being in the middle of your team (hammer, tyrande, morales, rayner, etcetera). Are those whom you are referring to?

 

Thanks for discussing this with me, I learned a lot from talking to you.

Edited by WebBowser
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19 hours ago, WebBowser said:

hmmm, must be a skill bracket thing. In my bracket, you can fire off an apocalypse after the enemy hard engages, and most of them  will either fail to or be unable to dodge the runes before they go off. I do not know how frequently that happens in practice at your level of play, but perhaps something similar is happening here (I'll admit I'm not the world's most skilled player).  If it's that difficult to consistently land even with the two talents together, then it's probably only good as a wombo follow up similar to Diablo's apoc.

I decided to test the build with two friends of mine on Asian server, where we have very low levels, and it really works fine against unskilled opponents - they kept standing in the hitzones and kept getting stunned, and since we had Greymane with ExecutionerExecutioner, the damage output was really good. So, even though it was only one game, I think I can say that it does work well in lower skill levels, as the opponents had no clue what kept stunning them, apparently. However, since these builds need to work at higher levels/leagues, it was decided to mark both of the abilities "Not Recommended".

20 hours ago, WebBowser said:

you should not be chasing Cho'Gall while shadowbolt volley is up.

That's why they run away most of the time. However, if the fight was taking place in a corridor, the opponents sometimes do not have the opportunity to run away, in which case they don't even need to start chasing you.

21 hours ago, WebBowser said:

Out of curiosity, what is your definition of a "CC sensitive hero?"

Heroes that are pretty much dead when hit by strong CC (usually roots, stuns and slows) - hypersensitive to Crowd Control. Examples of these heroes are Falstad or Sgt. Hammer. 

21 hours ago, WebBowser said:

Are those whom you are referring to?

Yes, exactly that kind of heroes.

21 hours ago, WebBowser said:

Thanks for discussing this with me, I learned a lot from talking to you.

Thanks to you too! It's always exciting to see a knowledgeable player like yourself discussing aspects of the build in a constructive manner.
I learned a lot from you too, thanks!

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Guest payprplayn

Just a typo fyi: in the abilities section, it says that Ogre Rage turns off Cho's Ogre Rage [sic]. I'm pretty sure you meant Ogre Hide.

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45 minutes ago, Guest payprplayn said:

Just a typo fyi: in the abilities section, it says that Ogre Rage turns off Cho's Ogre Rage [sic]. I'm pretty sure you meant Ogre Hide.

Oh, thanks for pointing this out! Oxy will be fixing issues in bulk soon, so I will make sure he adds this onto his list.

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      Abathur Level 10 Ultimate Evolution [R1] No longer plays quest progress visual effects. Level 16 Volatile Mutation [R] No longer displays an empty icon in the Death Recap. Alarak Telekinesis [W] Fixed an issue that caused Telekinesis to not interact with map objects. Alexstrasza Level 10 Cleansing Flame [R2] Fixed an issue that caused Cleansing Flame to cast at the incorrect location. Anduin Can once again hold his sword high and proud. Anubarak Fixed an issue where the AI was not using Locust Swarm. Fixed an issue that caused Anub'arak's abilities to not interact with map objects. Burrow Charge [E] Impoved the visibility of the erupt location indicator. Level 10 Cocoon [R2] Fixed an issue that caused Cocoon to not properly hide things attached to the target. Artanis Fixed an issue that caused some of Artanis' abilities to not interact with map objects. Fixed an issue that caused Arthas' abilities to not interact with map objects. Phase Prism [E] Fixed an issue that caused Phase Prism to not properly detect structures after the target becomes Time Stopped. Auriel Detainment Strike [E] Terrain impact will now always display as a crit. Level 7 Empathic Link [D] Fixed an issue that caused Empathic Link to grant Hope when an ally deals damage to themselves. Level 13 Piercing Lash [E] Fixed an issue that caused Piercing Lash to not hit multiple Heroes with Detainment Strike. Azmodan Fixed an issue that caused Azmodan's abilities to not interact with map and physics objects. Summon Demon Warrior [W] Fixed an issue that caused Demon Warriors to leave permanent burning visuals if killed at the moment they spawn. Level 1 Wrath [Q] Fixed an issue that caused Wrath to increase damage of Wrath's marker. Level 7 Bombardment [Q] Fixed an issue that caused Bombardment to increase damage of Wrath's marker. Brightwing Level 4 Unstable Anomaly [W] Fixed an issue that caused Unstable Anomaly to leave behind a permanent visual. Level 10 Emerald Wind [R2] Fixed an issue that caused Emerald Wind to not interact with map objects. Level 20 Invisible Friends [R1] No longer displays an empty icon in the Death Recap. Cassia Level 7 Surge of Light [D] Fixed an issue that caused Surge of Light to not destroy map objects. Level 13 War Traveler [D] Instant mount is now more responsive. Chen Level 10 Wandering Keg [R1] Fixed an issue that caused Wandering Keg to cease targeting the mouse cursor if another Chen's Wandering Keg expires. Will now actively target the mouse cursor instead of targeting the mouse cursor only when its position has changed. Storm, Earth, Fire [R2] Earth's damage is now Physical. ChoGall Fixed Gall's damage not gaining all benefits from Cho's buffs. Level 4 Rising Dread [W] No longer causes the third bounce of Dread Orb display as a crit. Level 7 Double Trouble [Q] Fixed an issue that caused Double Trouble's quest completion to not stack with Twilight Frenzy. Fixed an issue that caused Gall to lose the benefits of Double Trouble's completion after Twilight Frenzy expires. Chromie Level 7 Bronze Talons [Q] Fixed an issue that caused Bronze Talons visuals to persist after Chromie's death. Level 11 Here and There [Active] No longer dismounts or decloaks when used. Level 16 Quantum Overdrive [Active] Fixed an issue that caused Quantum Overdrive visuals to persist after death. Deathwing Fixed an issue that caused Deathwing to be a valid ping target in the party frame while Dragonflight is active. Fixed an issue that caused Deathwing to enter an invalid state if the target of his landing becomes invalid. Level 7 Death Drop [Z] Fixed an issue that caused Death Drop to not reduce all forms of Spell Armor. Deckard Fixed an issue that allowed Deckard to dance without incurring movement restriction. Level 13 Ancient Blessings [D] Fixed an issue that caused Ancient Blessings to not heal the attacker when dealing damage to enemy Heroes that are immune to friendly abilities. Level 20 Morenados! [R2] Fixed an issue that caused the cooldown reduction to be prevented when Lorenado hits a non-Hero. Diablo Shadow Charge [Q] Terrain impact will now always display as a crit. Fire Stomp [W] Now combines damage text. D.Va Fixed an issue that caused some of D.Va's abilities to not interact with map and physics objects. Self-Destruct [E] Fixed an issue that caused D.Va's Mech to continue moving if it was Rooted when Self-Destruct was cast. Fixed an issue that caused Self-Destruct to not feature a pulse animation when fully charged. Starts decaying in damage after 4 range. Big Shot [R] Fixed an issue that caused Big Shot to hit Invulnerable enemies. Level 20 Ablative Armor [D] Now includes damage dealt to D.Va's Shields. Fenix Level 13 Dampening Field [D] Fixed an issue that caused Dampening Field to not grant Spell Armor against all sources. Garrosh Into the Fray [1] Fixed an issue that caused Into the Fray to display as Lok-tar Ogar! in Quickcast menu. Level 7 Lok-tar Ogar! [1] Now display as an active upgrade instead of a passive. Genji Swift Strike [E] Adjusted color display for Swift Strike refund timer on the button. Fixed an issue that caused Swift Strike's mana refund to be displayed for the killed enemy player. Level 4 Strike At The Heart [E] Fixed an issue with Genji's Strike At The Heart text. Level 13 Way of The Shimada [E] Now only causes Genji's attacks to display as a crit at 10+ stacks. Level 16 Final Cut [E] Fixed an issue that caused Final Cut's damage to not be modified by any damage modifiers. Gul'dan Level 1 Chaotic Energy [W] Fixed an issue that caused Chaotic Energy to not increase the healing of Regeneration Globes by the correct value in ARAM. Level 13 Healthstone [Active] No longer dismounts or decloaks Gul'dan. Level 16 Ruinous Affliction [E] Third strike damage now displays as a crit. Hanzo Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Scatter Arrow [W] Now combines damage text. Level 16 Giant Slayer [Passive] Bonus damage from Scatter Arrow will now combine damage text. Hogger Rage has been added to the Hero page. Staggering Blows [Q] Fixed an issue that caused Staggering Blows to not interact with map objects. Ez-Thro Dynamite [W] Will always display as a crit on direct hit damage. Level 4 Brute Force [Q] No longer causes Loot Hoard to display as a crit. Imperius Level 10 Angelic Armaments [R1] Will combine damage text with Heavenly Host. Junkrat Level 10 RIP-Tire [R1] Starts decaying in damage after 1.5 range. Leoric Level 7 Willing Vessel [W] Now displays as a crit. Li Li Fast Feet [Trait] Adjusted color display for duration indicator. Level 10 Jug of 1,000 Cups [R1] Fixed an issue that caused Jug of 1,000 Cups' cooldown to be increased while in Stasis. Level 13 Gale Force [E] Fixed an issue that caused Gale Force to not properly increase Blinding Wind's duration. Lt. Morales Level 13 Bedside Manner [E] Proc bonus now displays as a crit. Lunara Nature's Toxin [Trait] Now acts similarly to other heals. Level 13 Abolish Magic [Active] Fixed an issue that caused Abolish Magic to not reduce the duration of Silences, Fears, and Taunts. Maiev Level 1 Bonds of Justice [W] No longer causes attacks to display as crits when using Umbral Bind. Level 4 Blade Dance [Q] Fixed an issue that caused Blade Dance to not grant stacks of Vengeful Knives. Level 10 Containment Disc [R1] Removed Silence display while Time Stopped. Mal'Ganis Level 13 Blood Rush [D] Fixed an issue that caused Blood Rush to activate from Healing Fountains and Regeneration Globes. Malthael Level 13 Shroud of Wisdom [Active] Fixed an issue that caused Shroud of Wisdom to not grant Spell Armor against all sources. Level 20 Angel of Death [R2] Fixed an issue that caused Angel of Death to be affected by Spellpower modifiers. Mei Level 20 Cascade [R1] Fixed an issue that caused Cascade's Snow Blinds to Blind for less duration than untalented Snow Blinds. Nazeebo Zombie Wall [W] Updated zombies to face inside the Zombie Wall when created. Level 20 Annihilating Spirits [R2] Fixed an issue that caused Annihilating Spirits healing reduction to display floating text multiple times. Nova Holo Decoys [E] Will now move towards uncollected Experience Globes if they are idle. Orphea Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Level 4 Chaotic Assault [Trait] Fixed an issue that caused Chaotic Assault to not apply while Orphea has 3 stacks of Chaos. Level 13 Invasive Miasma [Trait] Fixed an issue that caused Invasive Miasma to hit dead Heroes. Level 20 Eldritch Conduit [Trait] Fixed an issue that caused Eldritch Conduit's visuals to persist after death. Probius Disruption Pulse [Q] Fixed an issue that caused Disruption Pulse to hit targets hit by previous Disruption Pulses. Level 4 Photon Barrier [D] Fixed an issue that caused Photon Barrier to display while Probius is dead. Level 10 Pylon Overcharge [R1] Fixed an issue that caused Pylon Overcharge to not properly grant Pylons Invulnerability. Qhira Grappling Hook [Trait] Adjusted Grappling Hook guide and terrain indicator to match its cast range. Level 13 The Hunted [Passive] Fixed an issue that caused The Hunted to lose stacks when hitting a non-Hero. Raynor Level 20 Sergeant Pepper [Trait] Fixed an issue that caused Sergeant Pepper to not properly apply if selected while at 0 stacks of Give Em' Some Pepper. Rehgar Fixed an issue that caused duplicate entries in the Death Recap. Level 13 Wellspring [E] Fixed an issue that caused Wellspring's beam to not appear when the heal occurs. Rexxar Fixed an issue that caused Rexxar and Misha to not share their Healing Fountain healing with each other. Samuro Level 4 One With The Wind [E] Fixed an issue that caused One With The Wind to display a duration while Wind Walk is active. Level 7 Crushing Blows [W] Fixed an issue that caused Crushing Blows to be located in the wrong location in the Buff Bar. Sgt. Hammer Level 16 Giant Killer [Passive] Fixed an issue that caused Giant Killer to damage Invulnerable targets. Sonya Fury [Trait] Adjusted the color display for remaining duration on the button. Stitches Level 16 Digestive Juices [E] Fixed an issue that caused Digestive Juices to not display a damage preview. Stukov Level 1 Fetid Touch [W] Fetid Touch's ranged attack no longer displays an empty icon in the Death Recap. Tassadar Level 7 Psionic Echo [W] Adjusted color display for Psionic Echo indicator on Shock Ray button. The Butcher Fixed an issue that caused Butcher's charge to be cancelled prematurely. Level 13 Cleaver [Passive] Can now trigger while Blinded. Now heals if the cleaved-to-target has The Butcher's Brand. Level 20 Fires of Hell [R1] No longer displays an empty icon in the Death Recap. Thrall Feral Spirit [E] Fixed an issue that caused Feral Spirit to hit Invulnerable non-Heroes. Level 13 Frostwolf's Grace [D] No longer dismounts Thrall. Tracer Level 20 Composition B [R] Fixed an issue that caused Composition B's outer radius to not gain the benefit of Quantum Spike. Tyrande Sentinel [E] Fixed an issue that caused Sentinel to pierce incorrectly. Uther Holy Radiance [W] Displays as a crit when Uther has Spellpower bonuses. Level 16 Beacon of Light [Q] Only causes Holy Light to display as a crit when under 50% health. Valeera Deep Shadows duration indicator will now fill, rather than empty. Level 4 Wound Poison [Active] Fixed an issue that caused Wound Poison to display floating text multiple times. Valla Multishot [W] Fixed an issue that caused Multishot to not apply all hit effects when hitting enemies inside Valla's space. Level 13 Gloom [Active] No longer displays an empty icon in the Death Recap. Varian Level 13 Mortal Strike [D] Fixed an issue that caused Mortal Strike to display floating text multiple times. Whitemane Zeal [Trait] Fixed an issue that caused Zeal's active visuals to persist after death. Searing Lash [E] The second strike always displays as a crit. Xul Level 20 Mortal Wounds [Q] Fixed an issue that caused Mortal Wounds to display floating text multiple times. Yrel Fixed an issue with abilities causing all players to highlight enemies. Avenging Wrath [E] Fixed an issue that caused Avenging Wrath's VFX to display incorrectly. Level 10 Ardent Defender [R1] Increases Yrel's Self Healing when it prevents damage to her. Zarya Fixed an issue that caused Basic Attacks to not damage enemies in the cleave area if the primary target dies to the attack. Level 7 Deep Burn [Q] Fixed an issue that caused Deep Burn to display the incorrect floating text value. Zul'jin Fixed an issue that caused duplicate entries in the Death Recap. Level 1 Recklessness [Passive] Adjusted position in the Buff Bar. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (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:
      ARAM Balance Update Hero Updates Bug Fixes ARAM
      General
      Varian is now classified as a Tank. Same Hero Mode
      Artanis has been added. Hogger has been added. Leoric has been added. (Leoric is still disabled for Normal Mode). Whitemane has been added. Zarya has been added. Nova has been removed. Probius has been removed. Return to Top
      Balance Updates
      Heroes
      Arthas
      Base
      Health Regeneration increased from 5.957 to 6.375. Maximum Health increased from 2860 to 2980. Death Coil [Q] Healing increased from 262 to 285. Frozen Tempest [E] Mana cost per second reduced from 13 to 11. Talents
      Level 13 Biting Cold [E] Damage increase is now additive. Level 16 Embrace Death [Q] Now grants an additive bonus to Death Coil's damage. Hogger
      Base
      Rage decay rate increased from 10 per second to 13 per second. Talents
      Level 1 On the Prowl [Active] Activating On the Prowl now prevents Rage decay instantly. Cooldown increased from 40 seconds to 45 seconds. Healing per second reduced from 8 to 7. Level 4 Brute Force [Q] Damage bonus when enemy Heroes hit terrain reduced from 8 to 6. Level 13 Dust Devil [E] Duration increased from 3 seconds to 4 seconds. Sub-50 rage Armor increased from 20 to 25. Pummel [E] Spellpower reduction reduced from 50% to 30%. Junkrat
      Base
      Steel Trap [E] Cooldown increased from 12 seconds to 15 seconds. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus reduced from 120% to 100%. Level 7 Dirty Trickster [D] Cooldown increased from 12 seconds to 20 seconds. Rehgar
      Base
      Basic Attack Damage reduced from 115 to 110. Ghost Wolf Basic Attack bonus decreased from 75% to 60%. Lightning Shield [W] Mana restored per enemy hit reduced from 2 to 1. Talents
      Level 1 Stormcaller [W] Maximum stacks reduced from 300 to 200. Level 7 Blood and Thunder [D] Mana restoration reduced from 5% of max mana to 4% of max mana. Grounded Totem [E] Attack speed slow reduced from 25% to 15%. Level 16 Earthgrasp Totem [E] Damage reduced from 115 to 90. Yrel
      Talents
      Level 1 Maraad's Insight [Passive] Healing increased from 140 to 160. Level 4 Aegis of Light [E] Armor bonus increased from 30 to 50. Duration increased from 4 seconds to 6 seconds. Level 10 Sacred Ground [R2] Cooldown reduced from 40 seconds to 25 seconds. Mana cost removed. Level 16 Templar's Verdict [W] Armor reduction reduced from 20 to 15. Percent damage reduced from 7% to 6%. Return to Top
      Hero Updates
      Alarak
      Talents
      Level 1 Ruthless Momentum [Passive] Added a health threshold indicator. Level 10 Deadly Charge [R1] Added cast and channel bars. Counter-Strike [R2] Added cast and channel bars. Ana
      Base
      Quickcast Settings Rapid Reload to shares Quickcast settings with Healing Dart. Removed Cancel Eye of Horus. Anduin
      Talents
      Level 1 Lightwell [Active] Added a button indicator for remaining activations. Level 16 Renew [Q] Added a duration indicator. Artanis
      Talents
      Level 4 Shield Surge [D] Added to the Buff Bar. Trait is now highlighted when below 25%. Level 7 Final Cut [Passive] Conditional part of the ability has been added to the Buff Bar. Arthas
      Base
      Quickcast Settings Removed Sacrifice Ghoul. Talents
      Level 4 Icy Talons [E] Added to the Buff Bar. Auriel
      Base
      Quickcast Settings Removed self-cast Resurrect. Blaze
      Base
      Quickcast Settings Added the Bunker's abilities. Talents
      Level 1 Adrenaline Stimpack [Active] Added a health threshold indicator. Chromie
      Base
      Quickcast Settings Removed Cancel Slowing Sands. Removed Detonate Time Trap. Talents
      Level 14 Quantum Overdrive [Active] Added a duration indicator. Level 20 Blessing of the Bronze [Passive] Added a duration indicator. Deathwing
      Talents
      Level 4 Heat Wave [W] Added to the Buff Bar. Deckard
      Base
      Quickcast Settings Removed Cancel Stay Awhile and Listen. Dehaka
      Base
      Quickcast Settings Removed Cancel Burrow. D.Va
      Base
      Quickcast Settings D.Va Mech's Attack now shares Quickcast settings with other Attack Quickcast settings. Removed Cancel Defense Matrix. Retarget Defense Matrix now inherits Quickcast settings from Defense Matrix. E.T.C.
      Base
      Quickcast Settings Removed Rockstar. Guitar Solo [E] Added a duration indicator. Gall
      Talents
      Level 7 Ogre Rampage [D] Added to the Buff Bar. Garrosh
      Base
      Quickcast Settings Removed Double Up. Removed Seasoned Soldier. Gul'dan
      Base
      Quickcast Settings Removed duplicate Life Tap and Cancel Drain Life. Hanzo
      Talents
      Level 13 Fleet of Foot [Q] Added to the Buff Bar. Hogger
      Base
      Quickcast Settings Removed Cancel abilities. Johanna
      Talents
      Level 13 Holy Fury [Passive] Added to the Buff Bar. Junkrat
      Base
      Quickcast Settings Removed Detonate Mine. Removed RIP-Tire abilities. Frag Launcher [Q] Added a pulsing red/blue indicator to grenades empowered by Extra-Wound Timers. Talents
      Level 10 RIP-Tire [R1] Added a range indicator for full damage. Li-Ming
      Talents
      Level 10 Disintegrate [R1] Can now be cancelled by pressing Stop or Hold Fire. Lucio
      Base
      Quickcast Settings Attack now shares Quickcast settings with other Attack Quickcast settings. Lunara
      Talents
      Level 1 Hippity Hop [Z] Will now show on the Buff Bar while active. Level 7 Splintered Spear [Q] Added to the Buff Bar. Wild Vigor [W] Added to the Buff Bar. Level 13 Endless Spores [W] Now causes the Crippling Spores button to pulse when activating it would grant reduced cooldown. Level 16 Accelerated Contamination [Q] Now causes the Noxious Blossom button to glow when the cooldown is recharging faster. Invigorating Spores [W] Added to the Buff Bar. Star Wood Spear [W] Added to the Buff Bar. Mal'Ganis
      Talents
      Level 20 Seeker Swarm [R1] Added a range indicator. Malfurion
      Talents
      Level 16 Ysera's Gift [Q] Added a health indicator. Level 20 Lunar Shower [W] Added to the Buff Bar. Medivh
      Base
      Portal [E] Added remaining duration to button. Muradin
      Talents
      Level 1 Third Wind [D] Added a health threshold indicator. Murky
      Base
      Quickcast Settings Removed Cancel March of the Murlocs. Talents
      Level 1 Fish Eye [D] Added a range indicator for Fish Eye once the Respawn Egg has been placed. Orphea
      Talents
      Level 16 Lurking Terror [Active] Added an activation timer. Qhira
      Base
      Talents are now sorted in tier order in the Buff Bar. Blood Rage [W] Added UI indicator for Blood Rage's heal value. Talents
      Level 13 Chainsaw [Q] Added to the Buff Bar. The Hunted [Passive] Added to the Buff Bar. Ragnaros
      Base
      Quickcast Settings Molten Core's Sulfuras Smash now shares Quickcast settings with Ragnaros' Sulfuras Smash. Talents
      Level 20 Submerge [Active] Added a healing preview. Samuro
      Base
      Added a sound indicator to Dance of Death. Quickcast Settings Removed Cancel Bladestorm. Removed duplicate Critical Strike. Image Transmission [Trait] Disabled while there are no Mirror Images active. Now removes targeting when there is only one active Mirror Image. Mirror Image [Q] Added guide indicators to their targeting. Wind Walk [E] Added Healing over Time preview. Talents
      Level 4 Deflection [D] Updated to display its remaining duration while active. Level 16 Press the Attack [D] Added to the Buff Bar. Stitches
      Base
      Shambling Horror [Trait] Added a duration indicator. Stukov
      Base
      Quickcast Settings Removed Cancel Lurking Arm. Talents
      Level 1 Reactive Ballistospores [W] Added a health indicator. The Butcher
      Base
      Quickcast Settings Removed Fresh Meat. Butcher's Brand [W] Added a duration indicator to the button. Talents
      Level 16 Enraged [Passive] Added a health indicator. The Lost Vikings
      Base
      Slowing Charge [Olaf] Cooldown now displays a circular indicator around his shield in The Lost Viking's Hero status. Tracer
      Base
      Quickcast Settings Attack now shares Quickcast settings with other Attack Quickcast setting. Removed Locked and Loaded. Run and Gun while Overkill is active shares Quickcast settings with Run and Gun. Tyrande
      Talents
      Level 16 Darnassian Archery [Passive] Added a duration indicator. Uther
      Talents
      Level 4 Holy Fire [Passive] Added to the Buff Bar. Level 16 Beacon of Light [Q] Added a health threshold indicator. Valeera
      Base
      Quickcast Settings Removed Cancel Vanish. Talents
      Level 10 Smoke Bomb [R1] Button now has a duration indicator. Varian
      Talents
      Level 7 Second Wind [Passive] Added a health threshold indicator. Whitemane
      Base
      Quickcast Settings Removed Cancel Inquisition. Zeal [Trait] Now has a duration indicator while active. Xul
      Talents
      Level 13 Rapid Harvest [W] Added to the Buff Bar. Zeratul
      Base
      Quickcast Settings Removed Seeker in the Dark. Talents
      Level 4 Psionic Strength [Passive] Added the stack count to the Buff Bar. Zul'jin
      Base
      Quickcast Settings Removed duplicate Cancel Berserker. Removed duplicate Regeneration. Talents
      Level 1 Recklessness [Passive] Added health threshold indicators. Return to Top
      Bug Fixes
      General
      Added XP Value to Death Recap. Fixed an issue that caused location targeted abilities to be cancelled by conveyor belts. Fixed an issue that caused talent text to be truncated on hero select screens. Talents Quests updated to display quest progress at the caster if the triggering enemy is out of vision. Updated Homescreen and Startup Music. Updated Time Stop to display above all other effects in the health plate. Fixed display issues with some Block talents. Fixed an issue that caused Heroes with non standard height to cause target-facing effects to face the incorrect location. Maps
      Blackheart's Bay Updated coin warning indicator to be consistently colored. Cursed Hollow Fixed an issue that caused Cursed Hallow Call for Help ability warning to display incorrectly. Warhead Junction Sewers are now clickable while they are in the fog of war. Warheads now interact with physics objects. Heroes
      Abathur Level 10 Ultimate Evolution [R1] No longer plays quest progress visual effects. Level 16 Volatile Mutation [R] No longer displays an empty icon in the Death Recap. Alarak Telekinesis [W] Fixed an issue that caused Telekinesis to not interact with map objects. Alexstrasza Level 10 Cleansing Flame [R2] Fixed an issue that caused Cleansing Flame to cast at the incorrect location. Anduin Can once again hold his sword high and proud. Anubarak Fixed an issue where the AI was not using Locust Swarm. Fixed an issue that caused Anub'arak's abilities to not interact with map objects. Burrow Charge [E] Impoved the visibility of the erupt location indicator. Level 10 Cocoon [R2] Fixed an issue that caused Cocoon to not properly hide things attached to the target. Artanis Fixed an issue that caused some of Artanis' abilities to not interact with map objects. Fixed an issue that caused Arthas' abilities to not interact with map objects. Phase Prism [E] Fixed an issue that caused Phase Prism to not properly detect structures after the target becomes Time Stopped. Auriel Detainment Strike [E] Terrain impact will now always display as a crit. Level 7 Empathic Link [D] Fixed an issue that caused Empathic Link to grant Hope when an ally deals damage to themselves. Level 13 Piercing Lash [E] Fixed an issue that caused Piercing Lash to not hit multiple Heroes with Detainment Strike. Azmodan Fixed an issue that caused Azmodan's abilities to not interact with map and physics objects. Summon Demon Warrior [W] Fixed an issue that caused Demon Warriors to leave permanent burning visuals if killed at the moment they spawn. Level 1 Wrath [Q] Fixed an issue that caused Wrath to increase damage of Wrath's marker. Level 7 Bombardment [Q] Fixed an issue that caused Bombardment to increase damage of Wrath's marker. Brightwing Level 4 Unstable Anomaly [W] Fixed an issue that caused Unstable Anomaly to leave behind a permanent visual. Level 10 Emerald Wind [R2] Fixed an issue that caused Emerald Wind to not interact with map objects. Level 20 Invisible Friends [R1] No longer displays an empty icon in the Death Recap. Cassia Level 7 Surge of Light [D] Fixed an issue that caused Surge of Light to not destroy map objects. Level 13 War Traveler [D] Instant mount is now more responsive. Chen Level 10 Wandering Keg [R1] Fixed an issue that caused Wandering Keg to cease targeting the mouse cursor if another Chen's Wandering Keg expires. Will now actively target the mouse cursor instead of targeting the mouse cursor only when its position has changed. Storm, Earth, Fire [R2] Earth's damage is now Physical. ChoGall Fixed Gall's damage not gaining all benefits from Cho's buffs. Level 4 Rising Dread [W] No longer causes the third bounce of Dread Orb display as a crit. Level 7 Double Trouble [Q] Fixed an issue that caused Double Trouble's quest completion to not stack with Twilight Frenzy. Fixed an issue that caused Gall to lose the benefits of Double Trouble's completion after Twilight Frenzy expires. Chromie Level 7 Bronze Talons [Q] Fixed an issue that caused Bronze Talons visuals to persist after Chromie's death. Level 11 Here and There [Active] No longer dismounts or decloaks when used. Level 16 Quantum Overdrive [Active] Fixed an issue that caused Quantum Overdrive visuals to persist after death. Deathwing Fixed an issue that caused Deathwing to be a valid ping target in the party frame while Dragonflight is active. Fixed an issue that caused Deathwing to enter an invalid state if the target of his landing becomes invalid. Level 7 Death Drop [Z] Fixed an issue that caused Death Drop to not reduce all forms of Spell Armor. Deckard Fixed an issue that allowed Deckard to dance without incurring movement restriction. Level 13 Ancient Blessings [D] Fixed an issue that caused Ancient Blessings to not heal the attacker when dealing damage to enemy Heroes that are immune to friendly abilities. Level 20 Morenados! [R2] Fixed an issue that caused the cooldown reduction to be prevented when Lorenado hits a non-Hero. Diablo Shadow Charge [Q] Terrain impact will now always display as a crit. Fire Stomp [W] Now combines damage text. D.Va Fixed an issue that caused some of D.Va's abilities to not interact with map and physics objects. Self-Destruct [E] Fixed an issue that caused D.Va's Mech to continue moving if it was Rooted when Self-Destruct was cast. Fixed an issue that caused Self-Destruct to not feature a pulse animation when fully charged. Starts decaying in damage after 4 range. Big Shot [R] Fixed an issue that caused Big Shot to hit Invulnerable enemies. Level 20 Ablative Armor [D] Now includes damage dealt to D.Va's Shields. Fenix Level 13 Dampening Field [D] Fixed an issue that caused Dampening Field to not grant Spell Armor against all sources. Garrosh Into the Fray [1] Fixed an issue that caused Into the Fray to display as Lok-tar Ogar! in Quickcast menu. Level 7 Lok-tar Ogar! [1] Now display as an active upgrade instead of a passive. Genji Swift Strike [E] Adjusted color display for Swift Strike refund timer on the button. Fixed an issue that caused Swift Strike's mana refund to be displayed for the killed enemy player. Level 4 Strike At The Heart [E] Fixed an issue with Genji's Strike At The Heart text. Level 13 Way of The Shimada [E] Now only causes Genji's attacks to display as a crit at 10+ stacks. Level 16 Final Cut [E] Fixed an issue that caused Final Cut's damage to not be modified by any damage modifiers. Gul'dan Level 1 Chaotic Energy [W] Fixed an issue that caused Chaotic Energy to not increase the healing of Regeneration Globes by the correct value in ARAM. Level 13 Healthstone [Active] No longer dismounts or decloaks Gul'dan. Level 16 Ruinous Affliction [E] Third strike damage now displays as a crit. Hanzo Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Scatter Arrow [W] Now combines damage text. Level 16 Giant Slayer [Passive] Bonus damage from Scatter Arrow will now combine damage text. Hogger Rage has been added to the Hero page. Staggering Blows [Q] Fixed an issue that caused Staggering Blows to not interact with map objects. Ez-Thro Dynamite [W] Will always display as a crit on direct hit damage. Level 4 Brute Force [Q] No longer causes Loot Hoard to display as a crit. Imperius Level 10 Angelic Armaments [R1] Will combine damage text with Heavenly Host. Junkrat Level 10 RIP-Tire [R1] Starts decaying in damage after 1.5 range. Leoric Level 7 Willing Vessel [W] Now displays as a crit. Li Li Fast Feet [Trait] Adjusted color display for duration indicator. Level 10 Jug of 1,000 Cups [R1] Fixed an issue that caused Jug of 1,000 Cups' cooldown to be increased while in Stasis. Level 13 Gale Force [E] Fixed an issue that caused Gale Force to not properly increase Blinding Wind's duration. Lt. Morales Level 13 Bedside Manner [E] Proc bonus now displays as a crit. Lunara Nature's Toxin [Trait] Now acts similarly to other heals. Level 13 Abolish Magic [Active] Fixed an issue that caused Abolish Magic to not reduce the duration of Silences, Fears, and Taunts. Maiev Level 1 Bonds of Justice [W] No longer causes attacks to display as crits when using Umbral Bind. Level 4 Blade Dance [Q] Fixed an issue that caused Blade Dance to not grant stacks of Vengeful Knives. Level 10 Containment Disc [R1] Removed Silence display while Time Stopped. Mal'Ganis Level 13 Blood Rush [D] Fixed an issue that caused Blood Rush to activate from Healing Fountains and Regeneration Globes. Malthael Level 13 Shroud of Wisdom [Active] Fixed an issue that caused Shroud of Wisdom to not grant Spell Armor against all sources. Level 20 Angel of Death [R2] Fixed an issue that caused Angel of Death to be affected by Spellpower modifiers. Mei Level 20 Cascade [R1] Fixed an issue that caused Cascade's Snow Blinds to Blind for less duration than untalented Snow Blinds. Nazeebo Zombie Wall [W] Updated zombies to face inside the Zombie Wall when created. Level 20 Annihilating Spirits [R2] Fixed an issue that caused Annihilating Spirits healing reduction to display floating text multiple times. Nova Holo Decoys [E] Will now move towards uncollected Experience Globes if they are idle. Orphea Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Level 4 Chaotic Assault [Trait] Fixed an issue that caused Chaotic Assault to not apply while Orphea has 3 stacks of Chaos. Level 13 Invasive Miasma [Trait] Fixed an issue that caused Invasive Miasma to hit dead Heroes. Level 20 Eldritch Conduit [Trait] Fixed an issue that caused Eldritch Conduit's visuals to persist after death. Probius Disruption Pulse [Q] Fixed an issue that caused Disruption Pulse to hit targets hit by previous Disruption Pulses. Level 4 Photon Barrier [D] Fixed an issue that caused Photon Barrier to display while Probius is dead. Level 10 Pylon Overcharge [R1] Fixed an issue that caused Pylon Overcharge to not properly grant Pylons Invulnerability. Qhira Grappling Hook [Trait] Adjusted Grappling Hook guide and terrain indicator to match its cast range. Level 13 The Hunted [Passive] Fixed an issue that caused The Hunted to lose stacks when hitting a non-Hero. Raynor Level 20 Sergeant Pepper [Trait] Fixed an issue that caused Sergeant Pepper to not properly apply if selected while at 0 stacks of Give Em' Someo. Rehgar Fixed an issue that caused duplicate entries in the Death Recap. Level 13 Wellspring [E] Fixed an issue that caused Wellspring's beam to not appear when the heal occurs. Rexxar Fixed an issue that caused Rexxar and Misha to not share their Healing Fountain healing with each other. Samuro Level 4 One With The Wind [E] Fixed an issue that caused One With The Wind to display a duration while Wind Walk is active. Level 7 Crushing Blows [W] Fixed an issue that caused Crushing Blows to be located in the wrong location in the Buff Bar. Sgt. Hammer Level 16 Giant Killer [Passive] Fixed an issue that caused Giant Killer to damage Invulnerable targets. Sonya Fury [Trait] Adjusted the color display for remaining duration on the button. Stitches Level 16 Digestive Juices [E] Fixed an issue that caused Digestive Juices to not display a damage preview. Stukov Level 1 Fetid Touch [W] Fetid Touch's ranged attack no longer displays an empty icon in the Death Recap. Tassadar Level 7 Psionic Echo [W] Adjusted color display for Psionic Echo indicator on Shock Ray button. The Butcher Fixed an issue that caused Butcher's charge to be cancelled prematurely. Level 13 Cleaver [Passive] Can now trigger while Blinded. Now heals if the cleaved-to-target has The Butcher's Brand. Level 20 Fires of Hell [R1] No longer displays an empty icon in the Death Recap. Thrall Feral Spirit [E] Fixed an issue that caused Feral Spirit to hit Invulnerable non-Heroes. Level 13 Frostwolf's Grace [D] No longer dismounts Thrall. Tracer Level 20 Composition B [R] Fixed an issue that caused Composition B's outer radius to not gain the benefit of Quantum Spike. Tyrande Sentinel [E] Fixed an issue that caused Sentinel to pierce incorrectly. Uther Holy Radiance [W] Displays as a crit when Uther has Spellpower bonuses. Level 16 Beacon of Light [Q] Only causes Holy Light to display as a crit when under 50% health. Valeera Deep Shadows duration indicator will now fill, rather than empty. Level 4 Wound Poison [Active] Fixed an issue that caused Wound Poison to display floating text multiple times. Valla Multishot [W] Fixed an issue that caused Multishot to not apply all hit effects when hitting enemies inside Valla's space. Level 13 Gloom [Active] No longer displays an empty icon in the Death Recap. Varian Level 13 Mortal Strike [D] Fixed an issue that caused Mortal Strike to display floating text multiple times. Whitemane Zeal [Trait] Fixed an issue that caused Zeal's active visuals to persist after death. Searing Lash [E] The second strike always displays as a crit. Xul Level 20 Mortal Wounds [Q] Fixed an issue that caused Mortal Wounds to display floating text multiple times. Yrel Fixed an issue with abilities causing all players to highlight enemies. Avenging Wrath [E] Fixed an issue that caused Avenging Wrath's VFX to display incorrectly. Level 10 Ardent Defender [R1] Increases Yrel's Self Healing when it prevents damage to her. Zarya Fixed an issue that caused Basic Attacks to not damage enemies in the cleave area if the primary target dies to the attack. Level 7 Deep Burn [Q] Fixed an issue that caused Deep Burn to display the incorrect floating text value. Zul'jin Fixed an issue that caused duplicate entries in the Death Recap. Level 1 Recklessness [Passive] Adjusted position in the Buff Bar. Return to Top
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    • By Stan
      The Heroes of the Storm Collection just got a fresh update with the latest content update. Check out what's new!
      Corrupted Archangel Diablo returns along with the Hopeful Spirit Healer Auriel skin. For mounts, the Golden Lunar Skyrocket and Sleepy Cloud have made a return. You can explore the updated Collection at The Nexus Compendium.
    • By Staff
      A new Heroes of the Storm patch went live today and here are the official patch notes for the update.
      (Source)
      The next Heroes of the Storm patch has arrived! Dive on in for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Added XP given to enemy display. This will show up as purple floating text for the player that had their Hero slain. Return to Top
      Balance Update
      Heroes
      Li Li Jug of 1,000 Cups healing increased from 66 to 75. Medivh Mage Armor duration increased from 4 seconds to 5 seconds. Mage Armor increased from 30 to 40 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 4 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Certain Heroes would show a red confirmation arrow instead of a green arrow when moving. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. The display happens once the coin has been launched and not prior to the coin launching. Lost Cavern Fixed an issue that caused minions to grant 1 XP for being in range of them dying. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Players will now be able to see how many stacks the Monstrosity has on the scoreboard, and when it has full stacks, it will display a quest complete indicator. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Alarak's Lightning Surge to display incorrectly at long range. Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Ana Fixed an issue that caused Eye of Horus to hit Invulnerable Heroes. Anduin Divine Star Sword will no longer be destroyed when leaving the base during the game start period. Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Auriel Fixed an issue that caused Searing Light to not grant energy when hitting a Protected enemy. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed an issue that caused Azmodan's Demon Warriors to leave permanent burning visuals if killed at the same moment they spawn. Fixed an issue that caused Tide of Sin to leave visual markers at place of death. Fixed Globe of Annihilation no longer stacking off of Possessed minions. No longer possible to cast Tide of Sin when it is already active. Blaze Fixed an issue that caused Blaze to deal bonus damage to enemies hit by another Blaze's Flame Streams. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Fixed an issue that caused Nuclear Option to trigger on an already exploded Mech. Micro Missiles no longer hits Invulnerable targets. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Garrosh Unrivaled Strength bonus is now additive. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Jaina Water Elemental Frostbolts will now behave consistently with Jaina's Frostbolts. Junkrat Chattering Teeth will now chase (but not trap) Invulnerable targets. Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Fixed an issue that caused Splintered Spear to not display correctly while Blinded or against an Evading enemy. Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Raynor Execute Orders now displays in the Death Recap for its Hyperion cast. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Sgt. Hammer Fixed an issue that caused Orbital BFG to not be affected by damage reduction. Pulse Detonation Core will replace Spider Mines in the recap if chosen. Spider Mines damage is now modified by Defense Matrix and Ultimate Evolution damage modifications. Spider Mines duration will continue while they are chasing. Spider Mines will no longer detonate on Invulnerable targets but will continue to chase them. Spider Mines will now display their damage when clicked in the Target Info Panel. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Fixed an issue that caused Get Stuffed to be capable of knocking back a target multiple times when Melee was cast in quick succession. Fixed an issue that caused Get Stuffed to knock back targets with other Heroes' Pulse Bombs placed on them. Locked and Loaded will now cause Tracer's Basic Attacks to display as Criticals when active. Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes patch is now available for playtesting on the PTR!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. We would like to take a moment to thank the community for providing insight and feedback for these changes. 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 Balance Update Bug Fixes General
      Added XP given to enemy display. Return to Top
      Balance Update
      Heroes
      Lili Jug of 1,000 Cups healing increased from 66 to 80. Medivh Mage Armor duration increased from 4 seconds to 6 seconds. Mage Armor increased from 30 to 50 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 5 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Anduin Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed Globe of Annihilation no longer stacking off of Possessed minions. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Junkrat Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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