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Guest Darkness

I don't understand one thing, Why is it called "Discord Strike Build" when not a single talent towards Discord Strike is being used in the build?

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2 hours ago, Guest Darkness said:

I don't understand one thing, Why is it called "Discord Strike Build" when not a single talent towards Discord Strike is being used in the build?

I made a mistake with the HTML, but have since corrected the issue. It is now displaying correctly.

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Guest Phenom

Maybe you know it already but havent write that yet about Alarak tactic vs Tracer. I notice that Alarak Counter-Strike protect against Tracer's R ability from damage. So maybe work against other high damage ability as well like Kael Fireball(?) And more. A tips if face Tracer. 

 

Otherwise CS are do not any damage back against all push (Auriel push, Thralls ultime etc), silence (Alarak) and more. CS may ability protect you from damage if use it right but Alarak do zero damage from his Counter-Strike ability if it isnt normal attack without any effect. 

Good against suprise attack when come from Sylvanas or Li-ming. 

 

I have not have any problem against Li-Ming. But maybe just me have face any good Li-ming player yet. 

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6 hours ago, Guest Phenom said:

Maybe you know it already but havent write that yet about Alarak tactic vs Tracer. I notice that Alarak Counter-Strike protect against Tracer's R ability from damage. So maybe work against other high damage ability as well like Kael Fireball(?) And more. A tips if face Tracer. 

 

Otherwise CS are do not any damage back against all push (Auriel push, Thralls ultime etc), silence (Alarak) and more. CS may ability protect you from damage if use it right but Alarak do zero damage from his Counter-Strike ability if it isnt normal attack without any effect. 

Good against suprise attack when come from Sylvanas or Li-ming. 

 

I have not have any problem against Li-Ming. But maybe just me have face any good Li-ming player yet. 

The guide is currently in an early release state, as the meta surrounding Alarak has not yet fully developed. That being said, let's talk about this stuff!

It is true that you can block a high damage Ability with Counter-Strike, and it does have a low cooldown. In some scenarios, it would be a great take at Level 10. I currently have Counter-Strike listed as a situational pick, because I think that Deadly Charge is better most of the time. Deadly Charge gives Alarak a massive gap-closer that deals a ton of damage as Alarak passes through enemies.

Tracer counters Alarak not because of her Heroic, but because of the constant damage stream from ReloadReload and her mobility from BlinkBlink. As for Li-Ming, I think it may be that you have not run into a good one yet. Even with Deadly Charge, Alarak simply lacks the tools to get into and stay within range of a Li-Ming who is respecting his position. She can throw damage at you from complete safety, because Magic MissilesMagic Missiles and Arcane OrbArcane Orb both out-range your highest range Basic Ability, Telekinesis. Unless she makes a mistake, all you can do is dodge.

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Guest Phenom
On Friday, September 16, 2016 at 11:25 PM, Straften said:

The guide is currently in an early release state, as the meta surrounding Alarak has not yet fully developed. That being said, let's talk about this stuff!

It is true that you can block a high damage Ability with Counter-Strike, and it does have a low cooldown. In some scenarios, it would be a great take at Level 10. I currently have Counter-Strike listed as a situational pick, because I think that Deadly Charge is better most of the time. Deadly Charge gives Alarak a massive gap-closer that deals a ton of damage as Alarak passes through enemies.

Tracer counters Alarak not because of her Heroic, but because of the constant damage stream from ReloadReload and her mobility from BlinkBlink. As for Li-Ming, I think it may be that you have not run into a good one yet. Even with Deadly Charge, Alarak simply lacks the tools to get into and stay within range of a Li-Ming who is respecting his position. She can throw damage at you from complete safety, because Magic MissilesMagic Missiles and Arcane OrbArcane Orb both out-range your highest range Basic Ability, Telekinesis. Unless she makes a mistake, all you can do is dodge.

Ok, I still havent face a good Li-ming I guess. Otherwise I have face Sgt Hammer and give Alarak really problem which I agree. And Tracer are hard to face alone. 

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Guest WIZBIZ

I disagree with the weakness heroes entirely. If you grab the extra push distance and range on telekinesis, alarak makes Sgt hammer an easier kill if he has a helper with him. You just charge at her then push and silence her. Dead hammer. Same goes for Li-Ming and tracer, but you need the reduced cooldown on telekinesis rather than the range, all it takes is one landed discord strike and they're half dead. Then you can poke almost as effectively between lightning and a discord telekinesis combo on a 6 second cooldown.

 

In my opinion his real weaknesses are high sustain heroes like butcher, illidan (he dodges discord ezpz), raynor(silence doesn't block adrenaline rush), tychus etc who can deal a lot of damage without relying on abilities.

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3 hours ago, Guest WIZBIZ said:

I disagree with the weakness heroes entirely.

Nowhere near well versed enough with this hero to be able to respond properly, but I'm just tagging @Straften here. Wanted to comment to say that we are reading and taking note of what you're saying, but he'll be able to give a proper response/analysis of your comment.

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3 hours ago, Guest WIZBIZ said:

I disagree with the weakness heroes entirely.

Alright, let's take a look.

3 hours ago, Guest WIZBIZ said:

If you grab the extra push distance and range on telekinesis, alarak makes Sgt hammer an easier kill if he has a helper with him.

The weaknesses of any Hero can be helped by teammates. This is what makes the draft so important, and why certain team compositions have significant advantages over others.

3 hours ago, Guest WIZBIZ said:

...alarak makes Sgt hammer an easier kill if he has a helper with him. You just charge at her then push and silence her. Dead hammer.

Any Hero in the game is susceptible to being ganked, which is essentially what you are describing here with Sgt. Hammer. There are other factors at work here too; maybe I should add these to the explanation in the guide.

One of Alarak's most inherent weaknesses is his lack of waveclear. Sgt. Hammer will always outpush him in a 1v1 lane, and in most 2v2 lanes as well. This means that the Minions will be pushed forward. Alarak will be unable to safely charge straight at her, because he will draw agro from the Minion wave. If he does charge forward tanking damage, it is a red flag to Hammer that she may be getting ganked. A cautious player will simply move away and spit out Spider MinesSpider Mines. Hammer will usually maintain lane superiority until the map objective spawns. At this point Alarak will be forced to decide between clearing and catching up in experience, or allowing his structures to take damage while he heads to the objective with an experience disadvantage.

3 hours ago, Guest WIZBIZ said:

Same goes for Li-Ming and tracer, but you need the reduced cooldown on telekinesis rather than the range, all it takes is one landed discord strike and they're half dead. Then you can poke almost as effectively between lightning and a discord telekinesis combo on a 6 second cooldown.

Charging at Li-Ming is an incredibly bad idea, as she will easily kite away from you while inflicting massive damage. I would recommend avoiding her as much as possible until your team is ready to deal with her with you. Also, landing Discord Strike on a good Tracer is pretty much a pipe dream.

3 hours ago, Guest WIZBIZ said:

In my opinion his real weaknesses are high sustain heroes like butcher, illidan (he dodges discord ezpz), raynor(silence doesn't block adrenaline rush), tychus etc who can deal a lot of damage without relying on abilities.

These are good points, and are worth watching. As the meta continues to develop, I will update all sections of the guide with new information. 

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Guest Phenom

I disagree that Raynor Tychus have not give me a problem as you say. Tychus can you silence and stop his damage pretty easy and so on. 

Butcher strong autoattack and charge stun (late game) can give you problem then he get good start instead you start the fight and Illidan with jumping around make it hard to hits him with Alarak ability and they both mention are pretty strong duelist. That in my eyes I think you WIZBIZ may see them as a problem for Alarak. Alarak can be strong duelist but not easy duelist as Alarak as it is duelist as Illidan, Thrall or Kerrigan for example. 

I think Alarak strenght lies in teamfight. If Alarak pick second ultimate at lvl 20 then can Charge in the fight and try hits many enemy heroes as possible (at maps like get Punisher, Immortal and more) then Counter-Strike right after. Alarak have pretty high damage ultime and his strenght lies in ability that hit enemys heroes. So it can be be worth pick second ultime when playing Alarak. Alarak is unique assassin compare with other assassins. Alarak is actually pure Assassin that focus is on killing other team heros. And Alarak is one strongest on ganks other hero. But also it can easy get backfire and get gank as Alarak.

I hope my english wasnt so bad, if so I am very sorry :-( 

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5 hours ago, Guest Phenom said:

I disagree that Raynor Tychus have not give me a problem as you say. Tychus can you silence and stop his damage pretty easy and so on. 

Butcher strong autoattack and charge stun (late game) can give you problem then he get good start instead you start the fight and Illidan with jumping around make it hard to hits him with Alarak ability and they both mention are pretty strong duelist. That in my eyes I think you WIZBIZ may see them as a problem for Alarak. Alarak can be strong duelist but not easy duelist as Alarak as it is duelist as Illidan, Thrall or Kerrigan for example. 

I think Alarak strenght lies in teamfight. If Alarak pick second ultimate at lvl 20 then can Charge in the fight and try hits many enemy heroes as possible (at maps like get Punisher, Immortal and more) then Counter-Strike right after. Alarak have pretty high damage ultime and his strenght lies in ability that hit enemys heroes. So it can be be worth pick second ultime when playing Alarak. Alarak is unique assassin compare with other assassins. Alarak is actually pure Assassin that focus is on killing other team heros. And Alarak is one strongest on ganks other hero. But also it can easy get backfire and get gank as Alarak.

I hope my english wasnt so bad, if so I am very sorry :-( 

The Butcher and Illidan can both be annoying to deal with on Alarak. When facing The Butcher, Counter-Strike does seem like a good idea; however, I am not sure it would be very effective against Illidan. I will need to consider this and pick into Illidan this week in order to gather the necessary information; it does seem Illidan may belong on the counter list. 

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Guest Phenom

New change with Zarya Patch for Alarak are not big change. But Counter Strike now making Alarak Unstoppable and with increased damage can do 550 damage AoE front of Alarak. Which I think making a bit more viable take two Ultime ability. Then Alaraks strenght lies in ability damage against enemys heroes like a mage.

Counter Strike is now much better in teamfight there before the patch can be hard do damage because not only enemy heroes need to attack you but also can be countred by some crowd control which cancel Counter Strike before. 

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18 hours ago, Guest Phenom said:

New change with Zarya Patch for Alarak are not big change. But Counter Strike now making Alarak Unstoppable and with increased damage can do 550 damage AoE front of Alarak. Which I think making a bit more viable take two Ultime ability. Then Alaraks strenght lies in ability damage against enemys heroes like a mage.

Counter Strike is now much better in teamfight there before the patch can be hard do damage because not only enemy heroes need to attack you but also can be countred by some crowd control which cancel Counter Strike before. 

Counter-Strike is much more useful now that it also makes Alarak Unstoppable. I feel like it is a great option, and I take it much more often than I did before. I am very happy to see this change. :)

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Guest Farbas

The build should indicate if we should take Deadly Charge or Counter Strike first

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On 2/10/2017 at 10:07 PM, Guest Farbas said:

The build should indicate if we should take Deadly Charge or Counter Strike first

I believe it does. You only take the double ult for the second build. The first build focuses on resets using Hasty Bargain.

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On 12/02/2017 at 10:50 AM, Blainie said:

I believe it does. You only take the double ult for the second build. The first build focuses on resets using Hasty Bargain.

Sure, but that wasn't my question. In the build where you take both ults, which one should we take at lvl 10 and which one can wait until lvl 20?

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1 hour ago, Farbas said:

Sure, but that wasn't my question. In the build where you take both ults, which one should we take at lvl 10 and which one can wait until lvl 20?

It depends on the team compositions. If you have no heroes that can start a teamfight, picking Deadly ChargeDeadly Charge is often better, especially on maps where you expect to see teamfights early on. If you feel like you'll need more survivability before you hit level 20, or if you already have enough team engaging heroes, Counter-StrikeCounter-Strike is usually better.
The build itself recommends taking Counter-StrikeCounter-Strike first. I rarely find myself in position where Counter-StrikeCounter-Strike would be required, so I pick Deadly ChargeDeadly Charge most of the time.
So, to sum this up - pick what you feel is better for given situation (or a skill you are more comfortable with), and if you have no idea what to pick, take Counter-StrikeCounter-Strike.

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8 hours ago, Guest XeaKon said:

I think the discord strike build would benefit more from talents that increase the range and push of telekinesis and also increase the silence duration

.https://www.icy-veins.com/heroes/talent-calculator/alarak#24.0!2111124

I feel like taking the talents that aim to buff the range/push are essentially just making up for one of two situations: either you are chasing an enemy after a fight that has likely already been won, or you aren't positioning yourself well enough to engage. I'm sure the build does work, but I don't think the talents are worth taking unless you are really struggling to get decent picks with the current build.

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Guest Lt.Grapefruit

Many of alarak's values are incorrect. Such as his healing on sustained power is 40% not 25%, Negatively channeled gives a base 150 and continually 3% not 200% and 5%. There are quite a few more inconsistencies in his talents.

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4 hours ago, Guest Lt.Grapefruit said:

Many of alarak's values are incorrect. Such as his healing on sustained power is 40% not 25%, Negatively channeled gives a base 150 and continually 3% not 200% and 5%. There are quite a few more inconsistencies in his talents.

The tooltips are out of date - the tooltip bot must have messed up, thanks for pointing it out.

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      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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