Jump to content
FORUMS
Sign in to follow this  
Oxygen

Hindsight 101: Belated Varian BlizzCon Hands-on & Discussion

Recommended Posts

WoW-Legion-Varian-Cinematic-980x500.jpg

Oxygen talks about his Varian experience at BlizzCon - a month late! Did the first Multiclass Hero live up to his (non) expectations?

 

If you're familiar with my BlizzCon-related work, you might know that I generally produce a few article about my hands-on experience with the announced and upcoming heroes for Heroes of the Storm. And you may have noted that I hadn't published anything about Varian. Why? Blizzard played a naughty joke on me by announcing that Varian would also be available for all to play on the PTR - a mere two days after BlizzCon - making my so-called experience rather moot. I refuse to see my work go to waste. Given that I made some rather bold assumptions in this article, I'd like to play a game of hindsight 20/20 or, "was Oxy wrong, and how wrong was he?", if you will.

Quote

Intro and Design

Varian is one of the two Heroes announced at BlizzCon 2016. He represents the World of Warcraft Warrior class in Heroes of the Storm, just as the Hunter is represented by Rexxar, the Mage by Jaina and Kael'thas, the Warlock by Gul'dan, and so on. Accordingly, he is labeled as a Warrior. However, he also happens to be the first true ''hybrid'' Hero to be brought into the game, being able to be played as tank, bruiser, or Assassin. This is defined by his Heroic ability choices, which offer significant passive boosts to his health, attack damage, or attack speed, respectively, at the cost of other stats.

In fact, this ability to specialise as such is the Hero's main defining point. Although his learning curve is not particularly steep due to the simplicity of his kit, Varian's true depth comes from his talents. Each tier has you make decisions that broadly impact the way you will play the Hero following these decisions. Varian puts your ability to assess game flow, proper counter-picking, and team needs to the test.

Right off, I'm not sure why I said Varian was labeled as a Warrior when he's rather clearly labeled as Multiclass. Regardless of this minor mistake, I seem to have overestimated just how much "depth" Varian's talents actually have. Most players nowadays have a pretty clear idea of what they'll be doing the second they pick Varian, and hotslogs confirms that there isn't all that much variety in his builds. 

Quote

Lion's Fang (Q) is a simple projectile that travels in a line, piercing enemies and dealing some damage on top of reducing the movement speed of struck foes. Lion's Fang is a pretty (disappointingly) literal copy-paste of Rexxar's Birdy toss. The related quest significantly improves its damage and doubles the slowing effect and adding a bit of duration to it, making it quite a bit more zingy. You can't really go wrong with slowing stuff in a line, but beyond this, the ability is not particularly interesting. It is pretty important to land it after Charge so that the slow may improve your basic attack uptime. Although the ability can be used to help you with waveclearing, its damage is so low that I would probably not leave Varian in any lane for an extended period of time.

Although there isn't much to add to this factual bit, I think it is pretty important to mention that Varian indeed turned out to be one of the worst early game (and laning) hero to date. I'll touch on this a bit futher down.

Quote

Parry (W) reduces the damage of all incoming basic attacks by 100% for 0.75 seconds, and has two charges. This ability is very (very!) reminescent of Illidan's Evasion. At level 4, you can choose to make Parry reduce ALL damage taken by 100%, making it infinitely better. Since its duration is so short, you need some pretty good reflexes to make proper use of that one. As an interesting sidenote, it works against buildings and Mercenaries, notably, the Boss.

It should be noted that Parry was actually buffed significantly between BlizzCon and the PTR version of Varian. Although I was trying to give the ability some credit, using its 0.75 seconds duration to its fullest was rather... lacklustre at best.

Quote

Charge (E) sends you running at the enemy target of your choice, dealing a bit of damage and applying a potent but short snare. More or less like Kharazim's Dash, sans the ability to target allies, and with a much shorter range. A level 4 choice turns the snare into a 0.75 seconds stun and halves its otherwise pretty long cooldown, making it an excessively reliable interruption, soft engaging, and chasing tool. But not much else.

It is interesting to note that Charge was also changed between BlizzCon and the PTR, with a 33% increase to the snaring and stunning (assuming Warbringer) effects.

Quote

Heroic Strike (Trait) makes your first attack every 18 second deal a signficant amount of bonus damage. Following basic attacks reduce the cooldown of Heroic Strike by some 2 seconds. The animation is pretty cool, and the damage is definitely welcome. Heroic Strike allows Varian to deal a reasonable amount of burst damage following Charge, but is especially useful while clearing out Mercenary Camps. There's not much to that one; just make sure you don't waste your attack against irrelevant targets before actually engaging.

Taunt (R1) forces the targeted Hero to attack you for 1.25 seconds. Its range being essentially melee, I'd often follow a charge up with this so as to totally disable my target for 2 seconds. This talent also increases your life pool by a measly 50%, at the cost of reducing your attack speed by 25%. If you hadn't guessed, this is what you go to become a tank - or try to, anyway.

Colossus Smash (R2) causes you to dash to the target, slamming them for a decent amount of damage and a 3-second Vulnerability (25% damage taken increase from all sources) effect. It also passively increases your attack damage by 75%, at the cost of losing 10% of your health. This one lets Varian deal a scary amount of burst damage, as the increased basic attack damage is strongly reflected in Heroic Strike's own damage. All of which is then multiplied by the Vulnerability effect provided by Colossus Smash. Just make sure you have an exit strategy for this one, because you will be as frail as Varian gets.

Twin Blades of Fury (R3) does not have an activated ability attached to it, making it the first entirely passive Heroic ability. Instead, it provides a hefty 100% extra attack speed, at the cost of 25% attack damage. This is offset by the fact that the talent also increases your movement speed by 30% whenever you hit something, and causes your basic attacks to reduce the cooldown of Heroic Strike by 9 (!) seconds per hit. In other words, you'll be critically hitting your target every 3rd attack, not unlike Samuro. Combined with Second Wind, Twin Blades grants you some supreme self-sustainability. You just need to be able to attack your intended target a lot, which can be difficult. This talent also scales extremely well with the High king's Quest due to the interaction of flat damage and high attack speed.

Not much to say here, although I would like to underline some of my cynical bit regarding Taunt. A lot of players were excited about the prospect of completely disabling a chosen target for 2 (now 2.25) seconds. I was skeptical, as it meant giving up so much of everything else. Time would prove me right; Taunt Varian peaked at some 39% global win rate, and was extremely underwhelming (read: it lost) in the few competitive matches we did briefly see Varian come off the bench.

Quote

Gameplay and Impressions

Is simple complexity not an oxymoron? Varian's kit is dreadfully simple - I'd almost say cripplingly. I simply can't help but feel that it'll be very difficult for Varian players to stand out through the use of his abilities. There's only so much you can do with a targeted charge and line damage. This is also problematic from an animation standpoint; there isn't really anything ''big'' or impressive to build upon. The contrast between Varian and Ragnaros, from this standpoint, is staggering.

I think we can all agree on this point; Varian is definitely one of the more accessible heroes currently available, and his (updated) Taunt build is currently pretty effective for how simple it is to run. Don't get me wrong - simple characters are great for new players, but I personally felt - and still feel - that Varian is about as low as it is reasonable to be in terms of skill floor and ceiling.

Quote

Another big issue: Mana. Why does he have it? Warriors are the epitome of the not-mana archetype. It would feel good, too, to stack up Fury or rage or what-have-you in a Sonya-esque fashion, allowing you to unleash a barrage of Lion's Fangs, Parry a significant number of attacks, or repeatedly Charge at an intended kill target. During my several play sessions, I would often find myself running out of the stuff; this is definitely due to the level 7 talents providing large amounts of self-sustain. I'd always be full on health, and without a blue bar. That's annoying, and completely out of character.

After writing the article, I did have the chance to discuss (over dinner!) with an unnamed Blizzard hero design dev. He basically agreed with me, though underlined that taking mana away from so many characters might lead the game in a direction they weren't necessarily anticipating, or at least, crafting around. I boldly suggested taking Varian's mana to Samuro, because Blademasters were certainly known for building specifically so as to reduce mana usage. The whole discussion was rather interesting, to say the least.

Quote

My favourite thing about the character is without a doubt how significant every talent tiers feel. Varian probably has the best-designed talent tree in the game, and although I understand it is part of his design intent, I feel he should be used as a template for future releases. We all know that feeling when you get to pick up that build-defining talent, right? Varian gives you that feeling at every tier. The individual talent design is pretty clever, too - and it had to be. All of the talents work for all of the 3 ''specs'' you can go into.

I'm going to have to disagree with myself here; Ragnaros has an awesome talent tree because it allows you to aggressively adapt to your opponents. With Varian, I often feel like I'm struggling to see what I can get away with doing. And unfortunately, since the recent changes to the hero, that often ends up being "Just go Taunt". Yes, we do get to make big choices at level 4 and 16, but are they really interesting choices? I don't personally feel so. They're simply natural responses to what your opponents are playing, not depthful playstyle or game changers.

Quote

Role-wise, I feel like he fits the bruiser niche generally filled by The Butcher, Sonya, and Illidan. The issue, however, is that his Mercenary Camp clearing speed is abysmal in the early stages of the game due to your main damage source being gated behind Heroic abilities, and to sustain only coming online at level 7. His waveclear is even worse. He just feels terrible in the early stages of the game, but his design essentially makes it impossible to give him significant damage anywhere before 10, because any such boost would end up multiplying with the Heroic Assassin specs. It's a bit messy, to say the least, and would probably mean that he can never be a truly competitive pick. And even later on, when he can actually start doing things, he feels on the undertuned side. You'd wish he'd take some power away from Ragnaros to balance out the two somehow. In the end, however, I just don't feel like he's fun to play. Something is missing somewhere, but I can't quite put my finger on it.

A Meta Reject

In the last paragraph, I drew a comparion between The Butcher, Sonya, Illidan, and Varian in terms of in-game role. I cannot currently foresee Varian outperforming any of these Heroes. Undertuning might be a factor, but his early game deficiencies are simply too significant when he can't be roaming. The other Heroes mentioned here already see limited play in this meta despite being deemed balanced or even strong. I know what you're thinking, however: Oxy, does the ability to adapt not have any intrinsic value? To which I'll respond: Yes, it does. But you also sacrifice something for this. The most obvious problem is the early game (can I overstate this?), before you get to actually specialise, but once you do specialise, what then? Whether he's a tank or a damage dealer, Varian still does the same stuff: Charge in, most likely as a follow-up or to lock someone that's out of position, deal a bit of damage, either Taunt or Colossus Smash a value target, get a kill (or not)... but then, you're gated by really long cooldowns. His basic attacks are decent, thanks to Heroic Strike, but nothing to write home about. His survivability is mediocre, even in tank mode; having a tonne of health, as we've learned from Diablo, generally isn't even enough to be actually considered tanky. And if his numbers do see an increase, I feel he might just be frustrating to play against given how little counterplay room there is against him. Something fundamental might need to change about him if he is to see any serious viability. I guess that explains why he ends up... Legion spoiler alert...

 

dying.

Interestingly enough, Varian's Twin Blades of Fury build ended up being the build to beat by a large margin. In other words, I was wrong; it does happen to the best of us. Despite an abysmal early game (and regarding this, I was right!), Warbringer (which was shortly nerfed) and a ridiculous level of self-sustain (which was shortly nerfed) were enough to make up for said abysmal early game performance. I still stand behind my comments regarding the hero's lack of depth, which, I feel, will bore many players and unfortunately make one of the Warcraft franchise's most iconic characters rather unpopular should he ever become undertuned. It is worth noting that Varian, after this latest balance patch, is currently is in a pretty good state, with at least one of his build (Taunt) hovering around 53% win rate. His two other builds stand at a respectable 6-7% behind, generally overshadowed by other bruisers and melee assassins.

In the end, I certainly respect the design decisions made for Varian. His overly simple base ability kit, however, seem to have made it very difficult to create meaningful talents for him. Case in point: the majority of his talents don't even affect his basic abilities. Those that touch Parry are generally ignored due to their defensive or outright underwhelming nature, overshadowed by those that affect Charge, as those tend to synergise so well together. Lion's Maw (level 1 talent for Lion's Fang) sees a good amount of play however, if not just for the fact that it turns a meek Lion Fang into a reasonable ability, and is the only talent that actually affects it. Again, I'd like to underline the attempts at straying a bit away from the typical talent design, but Heroes has too much design space to see a hero that has 3 extremely simple abilities that more or less already exist on other heroes.

  • Like 4

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      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
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing 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. 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. Lt. Morales 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. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. 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. 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. 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. 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. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

×
×
  • Create New...