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Hindsight 101: Belated Varian BlizzCon Hands-on & Discussion

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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.

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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. 

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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