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On "Assassins of the Storm"

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Samuro, Varian, Ragnaros, Zul'jin and now Valeera. That's five assassins from the Warcraft universe that were added to the game one after another. The community wasn't very pleased with how the Warcraft heroes have been preferred lately and Game Designer Centaurik wrote a long post explaining their hero choices, admitting that they overdid it with assassins, promising more Hero diversity in 2017.

TL;DR

  • Expect more hero diversity introduced in 2017. There will definitely be more support heroes.
  • The team has a fixed hero release schedule that allows to bring in a new hero every three or four weeks, but at the same time there's little room for reshuffling, as the hero development process starts 9 to 12 months before release.
  • Samuro was considered one of the first heroes to be added to the game and after two years he got released.
  • Varian was considered to be a Gladiator archetype, which was then renamed to Multi-Class.
  • Ragnaros was a Specialist (Core-Replacement hero) first, designed to influence the battlefield from afar, but was redesigned to what we see today.
  • Zul'jin was added, because a Sustained Range Attacker was not added to the game for quite some time.
  • Even though the latest hero releases are all assassins, they offer a very different experience, e.g. Valeera is very different from existing assassins and you'll need to figure out how to effectively use her combo mechanics and strike foes from the shadows.

Blizzard LogoCentaurik

We’ve seen a lot of discussions about our recent hero releases in the community lately, and we agree that we definitely overdid it a little bit with the Warcraft assassins over the past few months. I wanted to step into this thread to say thank you for sharing your feedback on this with us, and to hopefully give you a little more context into how we wound up with what’s happened.

Something that’s important to consider is that our development process for each hero starts nine months to a full year ahead of their planned release dates. After a certain point in the pipeline it becomes very difficult to shuffle heroes around without slipping on our goal of putting a new hero into your hands every three to four weeks. By the time we took a step back and said “You know, we sure have released a lot of assassins lately…” we were well past the point where we could change things up. :-(

First up was Samuro, whom this team has been wanting to do for over 2 years, and we were finally in a place we could ship him. Awesome! Next up we had Varian. He was what we had labeled a “Gladiator” archetype, which would later be renamed to Multi-Class (as we felt it was more true to what it meant).

Next up was Ragnaros. Originally, we had pitched him as a Core-Replacement Hero, who would influence the battlefield from afar. Something we had penciled in as a Specialist. About 2 months into development, however, we moved away from that design to the Ragnaros you know today. We considered leaving him a Specialist, but thought his role as a Bruiser would be more accurately reflected as Assassin, a la Thrall.

A while after we were into Rag and Varian design, we realized that Zul’jin would make an excellent addition, as we hadn’t added a Sustained Ranged Attacker to the game in quite some time. However, we realized we now had 4 Warcraft Heroes in a row. We decided to stick with it, due to what kind of flexibility we had (or really, didn’t have) in maneuvering the schedule. 

About 3 months after we had started work on the next set of Heroes to follow Zul’jin, we had to shuffle up Valeera to follow Zul’jin first, due the needs of the team as a whole. At the time, we didn’t pause to consider the ramifications of what it would mean as a player experience, in terms of getting a diverse roster of Heroes in regards to our Archetype definitions and our Universes. 

At the time, we were looking at the Heroes, and from a very Game Designer view, we saw this:
  • Stealthed 3-Card-Monté assassin
  • Multi-Class Hero: Warrior, Bruiser, Dive Assassin
  • Bruiser with Heavy Map Implications
  • Sustained Ranged Attacker
  • Enemy Carry Disabler


Now, while to us that’s 5 very different experiences (and in fact a new role in the form of a Hero that focuses on Disabling a team’s primary damage), in the current Heroes Archetype listing, that’s 5 Heroes that can be called “Assassin”. 

We realize that unleashing so many Warcraft assassins back to back wasn’t the best decision in terms of hero diversity, and isn’t quite as exciting for those of you who don’t necessarily enjoy assassins as much as the other roles. 

However, once you’ve had the chance to try out Valeera, we’re confident you’ll find her playstyle is pretty different from our other assassins. Internally, we’ve had a blast striking from the shadows and figuring out all of the various ways to use her combo mechanics effectively, and we hope that you’ll find her just as fun to play as we do. 

We know there are also some of you who have concerns about another stealth hero joining the Nexus so soon after Samuro’s release. Valeera has undergone many rounds of playtesting and iteration, and one of our primary focuses was on not only how much fun it is to play as her, but how it feels to play against her as well. We think we’ve reached a nice middle ground, and we’d love to hear your thoughts after you’ve played a few games with and against the rogue.

Now that Valeera is out in the wild, we think you’re going to be pretty happy with the rest of the heroes we have planned for 2017. The feedback you, the community, has provided us has greatly influenced our planning. You can definitely expect more diversity in terms of both role and universe compared to 2016. I would hope that in January of 2018, we’ll be able to look back and see a much wider offering of Heroes (including, yes, Supports!). 

We can’t wait to show you what we have in store! Thank you so much for continuing to provide feedback! We’ll see you in the Nexus!

(Source)

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I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

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3 minutes ago, Laragon said:

I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

I agree. I've got no issues even with 10 Warcraft assassins in a row when they are diverse. Warcraft is their biggest universe, so it's understandable that the game contains the most Heroes from WoW; on the other hand, I think it needs more healers.

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21 minutes ago, Laragon said:

I'm really glad they officially addressed this. No way to ease a community than have a proper press release of "woops, and this is why".
Personally, I wasn't too upset because they have been drastically varied assassins. If they had more than 4 categories this might have even been a moot point. I understand why people are upset, but once I just saw the rework of Tassadar and Rexxar (unexpectedly) in this coming patch I felt even better about it. They are HUGE reworks that looks like both might move up in the latest tier rankings. It may make Tassadar back to the true lane soak/off heal/field control he's already played as.

I love the Tassadar rework, however there is still one little problem that will still plague him forever: he is not Medivh.

Anyway, I can't wait to see more Support/Healers added into the game. We seriously need more.

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20 minutes ago, Stan said:

I agree. I've got no issues even with 10 Warcraft assassins in a row when they are diverse. Warcraft is their biggest universe, so it's understandable that the game contains the most Heroes from WoW; on the other hand, I think it needs more healers.

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

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3 minutes ago, Dejo93 said:

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

Uther needs a MAJOR rework, which Blizz actually stated he will have to fit the fantasy of a tanky support.

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1 minute ago, Valhalen said:

Uther needs a MAJOR rework, which Blizz actually stated he will have to fit the fantasy of a tanky support.

He seriously needs it. The delay he has is really shutting his potential down. As for future supports, I'd like some1 like Lion or Shadow Shaman and even CM from Dota in the future. I know the healing mechanic isn't the same on them all, but some innovation is needed

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12 minutes ago, Dejo93 said:

He seriously needs it. The delay he has is really shutting his potential down. As for future supports, I'd like some1 like Lion or Shadow Shaman and even CM from Dota in the future. I know the healing mechanic isn't the same on them all, but some innovation is needed

If anything we need a true Priest in the form of Velen or Anduin.

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28 minutes ago, Valhalen said:

I love the Tassadar rework, however there is still one little problem that will still plague him forever: he is not Medivh.

Anyway, I can't wait to see more Support/Healers added into the game. We seriously need more.

Personally, I HATE playing as Medivh and love playing as Tassadar. But until he can completely nullify most single target ultimates... I get it. I just don't like it.

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5 minutes ago, Laragon said:

Personally, I HATE playing as Medivh and love playing as Tassadar. But until he can completely nullify most single target ultimates... I get it. I just don't like it.

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

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2 hours ago, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

On paper you are right, but we dont see Medivh in competitive play because Tassadar can give you shield for eternity, and Medivh just for 1,5 seconds. I like both, they are full of utility and good design characters, but it´s a shame that Medivh dont have some love because he doesn´t have heal. Just look for Auriel, if she doesn´t have heal in her kit, she probably will be in the same place of Medivh. Also i´m looking for Anduin or Velen too.

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2 hours ago, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

Wave clear, check. Objective traveling, check. Escape ability, (not as good) check... STOP CRUSHING MY DREAMS.

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7 hours ago, Iginis7 said:

On paper you are right, but we dont see Medivh in competitive play because Tassadar can give you shield for eternity, and Medivh just for 1,5 seconds. I like both, they are full of utility and good design characters, but it´s a shame that Medivh dont have some love because he doesn´t have heal. Just look for Auriel, if she doesn´t have heal in her kit, she probably will be in the same place of Medivh. Also i´m looking for Anduin or Velen too.

The main difference is that Medivh doesn't even Shield, he makes you Invulnerable. And that thing has a pretty low CD. Honestly I think Medivh is one of the best characters in the game due how much he brings to the table. He fits into any composition and can partake into any objective.

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12 hours ago, Stan said:
  • Stealthed 3-Card-Monté assassin
  • Multi-Class Hero: Warrior, Bruiser, Dive Assassin
  • Bruiser with Heavy Map Implications
  • Sustained Ranged Attacker
  • Enemy Carry Disabler

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

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1 hour ago, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

I believe that may have been Samuro but I could be wrong

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1 hour ago, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

I think that 3-Card-Monte assassin is Samuro because 3-Card-Monte is a card trick where you point a correct card to win. Enemy Carry Disabler is Valeera with her stealth kit. :)

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3 hours ago, Dantalian said:

With first 4 points everything is clear. Valeera, Varian, Ragnaros and ZulˇJin. Enemy Carry Disabler?? Support with tons of CC or Heavy DMG reducer??? Something is strange here..

Ethme is right. Carry disable is Valeera with silence/stun and ability to burst down some heroes like *probably* Li-Ming, Kael, Chromie, Jaina...
Imagine how much of a disable/ganker Zeratul or Nova could be if they could silence or stun you rather than just slow. It's dangerous to be alone as some heroes again. Positioning has to be much more conservative.

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2 hours ago, ethme said:

I think that 3-Card-Monte assassin is Samuro because 3-Card-Monte is a card trick where you point a correct card to win. Enemy Carry Disabler is Valeera with her stealth kit. :)

Thank you for clarifying this for people :D They wrote in chronologic order so it would be weird to put Valeera on top, with some wird name. But apparently valeera will be excelent at killing the backline! I guess they wanted more diversity instead of 'just' a Zeratul. Let's hope it doesn't feel the same.

15 hours ago, Dejo93 said:

Tbf, the lack of supports is getting a bit annoying, and more would be appreciated. Not to mention the reworks for some (Tyrande is in a serious need of talent rework or Lili getting some buffs)

But hey, judging by Axolotl, we'll be getting Malthael and Firebat after her so I'm kinda hyped :D

Lovely! Axolotl was right all along so I'm putting my money on this forecast. Firebat is a bit disappointing with so many viable choices in the SCII scene. Why bring all these Terran nobody-units out while you can pick some actual characters?

Malthael on the other hand.. NICE. Assassin? Cloaked? Hero kills lower death timer Trait?

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33 minutes ago, Skyewalker said:

Thank you for clarifying this for people :D They wrote in chronologic order so it would be weird to put Valeera on top, with some wird name. But apparently valeera will be excelent at killing the backline! I guess they wanted more diversity instead of 'just' a Zeratul. Let's hope it doesn't feel the same.

Lovely! Axolotl was right all along so I'm putting my money on this forecast. Firebat is a bit disappointing with so many viable choices in the SCII scene. Why bring all these Terran nobody-units out while you can pick some actual characters?

Malthael on the other hand.. NICE. Assassin? Cloaked? Hero kills lower death timer Trait?

Nope Specialist. Member those cancerous adds in the boss fight? Now you can summon them and spread their cancer in the Nexus :D 

 

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Ok, everybody will deslike, but i hope to see Malthael or kel'thuzad as support. It will be cool to see a dark hero support XD

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Nice to see a little reasoning from them. To me personally, I wasn't THAT annoyed, as there will often be more damage dealers on your team than Supports, Warriors and Specialists, so it stands to reason that they will add more Assassins than all of the other roles. One of those heroes, Varian, technically counted as two types, as for the sake of simplicity, Varian is referred to as either a warrior or an assassin depending on his build, rather than a multiclass. 

The bit about Ragnaros also explains a great deal why he has a lot of Specialist elements too. 

However, having a bunch of assassins from the same universe sort of sucked out the excitement and hype for new heroes. I'm not exactly fond of another stealthy assassin so soon after Samuro, especially one that throws stuns and an entire arsenal of jukes in there, and I am also unsure why they feel the need to flesh out the roster of Assassins more when there is such big gaps between leading Support and Warrior meta picks and the less picked options. 

Besides that, it's the 20th Anniversary of Diablo! The HotS in game event was over before the events in other games had even run halfway, and while we had a substantial event last year, a d3 Diablo skin and another hero from the 'verse are highly requested. 

I've read good and bad things about the Tassadar and Rexxar reworks, I'll have to try both of them, but I am already dubious about a 40 regen globe quest for shields to get the maximum value, as well as still not having vector targetting for Force Wall. 

Edited by Plergoth
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Yeah the wow universe has been drawn on a lot, it's tiring, but my main problem is the amount of assassins coming out. Would like to see diversity in roles as well.

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18 hours ago, Valhalen said:

Exactly. I like Tassadar way more. But everything Tassadar can do, Medivh do it better. Shield? Check. Scouting? Check. Crowd Control? Double check.

You have to be joking when you said this. Taz can shield all 5 players for long periods of time. You have the E from Taz that make him pretty much impossible to kill and not only that his AOE dmg is way better than Meditvh, that's without mentioning the rework because I haven't play him yet. Taz is way way WAY better than Meditvh in every single aspect. 

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On 1/18/2017 at 4:16 PM, Klovzz said:

You have to be joking when you said this. Taz can shield all 5 players for long periods of time. You have the E from Taz that make him pretty much impossible to kill and not only that his AOE dmg is way better than Meditvh, that's without mentioning the rework because I haven't play him yet. Taz is way way WAY better than Meditvh in every single aspect. 

Medivh can also make shield (with invulnerability) the entire party as well, every 5 seconds. His Arcane Rift is harder to hit, but it does provide a much larger AoE damage due the reduction in CD if it hits enemy Heroes. Even with the rework, I doubt Tassadar will perform as good. He will, however, provide a huge pool of utility, more than before.

Edited by Valhalen
Godamn this autocorrect

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Axolotl hasn't posted for some time, the guy who wrote about the Malthael kit was an imposter.

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      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 35 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% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. 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 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. 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. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. 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% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. 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. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. 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. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. 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
      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.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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