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Heroes of the Storm Valeera

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2 hours ago, positiv2 said:

Most of the time you want to commit to a single ability (or a playstyle), especially if you already can guess what will counter the opponent's team the best. If you are unsure, your approach can be better, but that is rarely the case from my experience.

Luckily level 7 talents are great and any can be chosen. Which one do you choose the most often, from the two you mentioned?

I'd say that Thistle TeaThistle Tea is both easier and more powerful, unless your team has heroes with burst much higher than yours, that you can rely on, which is not that common, sadly. Thistle TeaThistle Tea is also more versatile and does not require you to stack combo points for EviscerateEviscerate in order to take advantage of the talent.

I've been taking Slice and Dice more at level 7, ofc I wouldnt pick expose armor if I couldnt get 3 combo points, that why I took Initiative, so you just use an opener, W, eviscerate and 3 quick autos, thats what I've been going for recently.

Also Im taking Death from Above more now, I love to jump around on minions and other heroes.

I think ill experiment  with Thistle Tea, its just that as Valeera you have so many buttons to press, and the order is crucial as well but now that I've got the hang of it, I can add 1 more button, see how it'll go.

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https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!4141244

My talent build 9/10 times.  I'm VERY surprised no one mentions how insanely powerful Crippling Poison is..  Vigor is my 2nd pick.  The ability to add another slow to your kit is so devastating as Valeera and it is free, off GCD and has a low cd.  Assassinate/Death from Above + Crippling gives you insane burst + a slow if you need to attack their backline.  Or you can use one of your other openers to set up picks and then add the slow after the stun, or slow + silence.  Also, Cold Blood is pretty broken atm.  I won't be surprised if it gets nerfed eventually.  The burst that it adds to an already bursty kit is pretty insane.

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@hammadroppaThe guide seemingly hasn't been updated since early february, which means that the increased duration of Crippling PoisonCrippling Poison hasn't been taken in account yet. Still, VigorVigor and SubtletySubtlety are really strong, and it's a shame the three talents have to fight for the player's love. So - Crippling PoisonCrippling Poison is indeed strong, but VigorVigor and SubtletySubtlety are much more.
Yeah, Cold BloodCold Blood is incredibly strong and I wouldn't be surprised either if it got nerfed. 

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On 6.04.2017 at 3:37 PM, Fransoa said:

i think ill experiment  with Thistle Tea

Ive recently got lvl 20 with Valeera as i love stealth characters. Thistle Tea is basicaly an rewind for her. I take it 100% of times.

If u can land ur Q with that one second cooldown u realy can wreck havoc in the middle of the team fight if u got over 200 energy points :)

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@positiv2 I will agree with you on Vigor but sub feels very lackluster to me.  The fact that you get no benefit to energy regeneration if you start a fight out of stealth (which is very, very common at higher mmr) and you lose the early game gank assistance of Crippling just doesn't put it on the same level as Crippling/Vigor.  Maybe other have more success with it, but Vigor or relentless are the only energy regeneration talents I take on Val.

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4 hours ago, hammadroppa said:

@positiv2 I will agree with you on Vigor but sub feels very lackluster to me.  The fact that you get no benefit to energy regeneration if you start a fight out of stealth (which is very, very common at higher mmr) and you lose the early game gank assistance of Crippling just doesn't put it on the same level as Crippling/Vigor.  Maybe other have more success with it, but Vigor or relentless are the only energy regeneration talents I take on Val.

If you are able to tell that a fight is coming, you can enter stealth and take the advantage of SubtletySubtlety's bonus, and the bonus is definitely not one to be simply ignored. 
Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

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9 hours ago, positiv2 said:

Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

Form me (plat mmr according to hotslogs) Vigor synergize to good with the whole build I use. 120 energy with Thistle Tea is one Q more if I need it to finish off opponent or escape after I did. Also Nightslayer can be used more aggresively with the passive regeneration bonus without the 4 second delay to benefit Subtlety.

I also like the concept of quest talents. It takes me 8-10 minutes to do the quest.

Nevertheless Im using Subtlety on Mines as there is not much room for gathering globes on this map.

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On 4/19/2017 at 0:02 AM, positiv2 said:

If you are able to tell that a fight is coming, you can enter stealth and take the advantage of SubtletySubtlety's bonus, and the bonus is definitely not one to be simply ignored. 
Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

Yeah what I mean is, when you're skirmishing and if you need to open on a tank or even just use stealth a 2nd time, I generally: Q toward target, stealth, cheap shot.  In this scenario Subtlety gives no bonus to energy regen.  I prefer the guaranteed value from Vigor/Crippling over this, but apparently others don't agree with me.  

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4 hours ago, hammadroppa said:

I prefer the guaranteed value from Vigor/Crippling over this, but apparently others don't agree with me.  

If it works for you, stick with it. I think, as with every talent pick in HoTS, it depends on what you are playing against, basically. 

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Once you got all the talents in Ambush, is there any point of opening with Garrote? If you need CC, Cheap Shot is better...

I don't like the idea of having a skill that I never use...

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6 hours ago, Farbas said:

Once you got all the talents in Ambush, is there any point of opening with Garrote? If you need CC, Cheap Shot is better...

I don't like the idea of having a skill that I never use...

You will still sometimes want a silence against heroes that have strong escape abilities, or against targets with heavy stuns or CC in general, but most of the times AmbushAmbush is better as the damage is instant, which reduces the power of enemy healers (especially those without burst heal, like Brightwing) and gives your opponent smaller time window to react, and deals more damage when untalented. When talented, it's highly dependent on your opponent's ability to fight back or block your AA.

Cheap ShotCheap Shot deals little damage compared to GarroteGarrote, and because the stun is shorter than the silence, it's weaker against targets that aren't that easy to burst down (mostly tanks).

So, sometimes you want to use GarroteGarrote but most of the time AmbushAmbush offers higher damage. Using GarroteGarrote over Cheap ShotCheap Shot is recommended when you need a balanced mix of damage and CC, and when you prefer longer silence over shorter stun, such as against tanky mages or tanks in general.

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I know it won't happen but like in the Dehaka ( is it really one? ) Rework what if they removed relentless strike And just plain lower the energy cost of sinister by 10 as I ( I don't know about you ) can't live without the lower energy cost from relentless to try any other tallents at 4

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Guest Marvelmvp

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong. Crippling poison is #1 best choice. Thistle tea is HORRID. vals job is not to stay in tfs long she will easily get focused she goes in & out after 13, before she just makes picks with stuns and ganks. After 13 you can be more aggressive. The expose armor is always best if no one else on your team has -25% I always use it on tanks then go after the healer, and with 2 healers becoming a thing, wound poison is amazing, also good vs Sonya, thrall and anyone with self sustain. But yeah as one of the higher ranked val mains I disagree with these talent builds, it's a recipe for failure and I see why so many ppl flame val. 180+ games. 67% win. 

And if you don't take 2 combo points at lvl4 then u have to get seal fate at 16 for the easy 3 combos out of stealth 

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Guest Andrerx470

Now that Blizzard has removed cold blood and nerfed eviscerate I think that Valeera best selling points have become the 7 abilities coming from switching between cloacked and visible and the variegated amount of bad status that she can inflict.

There are 3 main problems with the builds which are suggested on this website:

1-You can deal at most 1800-2000 damage at level 20 assuming you can land 1 or 2 hit with seal fate.

2-To deal the aforementioned damage at level 20 you need to land a 4 abilities combo (ulti excluded) in about 2 seconds (possible only against super noobs after you have finished vigor mission).

3-Picking mutilate means mutilating your escape and drastically reducing your survivability.

An interesting alternative that you might want to try out is this one:

lv1 vigor, lv4 initiative, lv7 slice and dice, lv10 situational, lv13 blind, lv16 expose armor, lv20 nightslayer

The damage at level 20 with the "safe combo"WWE plus the enhanced basic attack speed and reduced armor amounts to 2200 in 2 seconds. The 2,5sec blind on cheap shot also allows you to attack even heavy melee warriors and problematic heroes like tychus, raynor and genji(his reflect becomes useless). Finally the reduced armor can create an opening for your melee warriors (2 blade varian for example) to take out 1 member of the enemy frontline and tilt a teamfight in your favor.

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On 12. 6. 2017 at 11:18 AM, Guest Marvelmvp said:

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong. Crippling poison is #1 best choice. Thistle tea is HORRID. vals job is not to stay in tfs long she will easily get focused she goes in & out after 13, before she just makes picks with stuns and ganks. After 13 you can be more aggressive. The expose armor is always best if no one else on your team has -25% I always use it on tanks then go after the healer, and with 2 healers becoming a thing, wound poison is amazing, also good vs Sonya, thrall and anyone with self sustain. But yeah as one of the higher ranked val mains I disagree with these talent builds, it's a recipe for failure and I see why so many ppl flame val. 180+ games. 67% win. 

And if you don't take 2 combo points at lvl4 then u have to get seal fate at 16 for the easy 3 combos out of stealth 

I don't want to demean your Platinum 3 (it is a nice rank after all) or even less so yourself as a player, but Micekrispies is a Grand Master player, and in order to stay there has to employ the best strategies. Some strategies that might work at lower ranks, such as gold, do not work at the higher ones when you face significantly better players, as can be seen on the win rate of some talents in different leagues. A strong talent might have a bad winrate in bronze because of its high skill cap, and a bad talent can have a high winrate because bronze players do not know how to counter it yet. I am getting a bit off topic here though.

Care to elaborate on Crippling PoisonCrippling Poison being #1 pick? Not only it has to compete with VigorVigor, it has to compete with SubtletySubtlety as well. Those two talents are way too good to be left out, especially if your team already has a hero possessing powerful CC, such as Falstad.

Thistle TeaThistle Tea doesn't require the fight to be a 5v5 - the talent allows you to 1v1 tanks with higher success rate, as you will have more energy to make your combo strong even against high-health heroes. 

Expose ArmorExpose Armor causes the armor-reducing effect to start after you deal the damage, which means the 3-point EviscerateEviscerate will not deal bonus damage. You will be left with a 2-second window (which is quite short) to burst your opponent without any combo points. Or you could go for Thistle TeaThistle Tea and deal almost twice the damage, instead of 25% increase. Since you will be either the only or one of the two main damage dealers, your teammates will not be able to take advantage of 25% as much. If you want to use it to take down tanks and supports, you will find yourself being out of energy a lot. And since you didn't take an energy management talent at level 1, the situation will be even worse.

So, you have to take either InitiativeInitiative over Wound PoisonWound Poison, which you describe as an amazing talent (and a never-picked talent is not what I would describe as amazing), or you take Seal FateSeal Fate over Expose ArmorExpose Armor, which you say is always the best, which make me feel like you contradict yourself a bit as well.

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On 12.06.2017 at 10:18 AM, Guest Marvelmvp said:

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong.

Well as a 69 lvl Valeera player with over 500 games with her I can tell U that your talent choices arent that good. Losing one of lvl 1 energy talents is very painful for Valeera as she is very energy dependent. If u go this and than neglect the lvl 4 relentless strikes U wont be getting much from that 1 sec cooldown of your Q which is great for securing kills and synergises fantastic with Thistle Tea at 16. But I understand your love for the "short combo" build and it probably suits your playstyle better. But dont say its the obviosly better talent choice as it clearly isnt. Especially at higher levels of play. At low levels u probably will do great with Valeera even if u dont take any talents at all ;)

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On 6/14/2017 at 8:00 AM, Thorgal2226 said:

Well as a 69 lvl Valeera player

Lul 69 (had to xP)

Played a game with here there last night and found something cool. I probably played her wrong but I made a rule where I wouldn't commit to a kill unless 1) It was a 1v1 and I could burst them quickly (less than 3-4 seconds, dependent on enemies visible on map) 2) It was healer Malf at the start of the team fight, 3) The enemy hero was surrounded and I wanted the kill. 

Apart from the above; all I would do was run around and stun peeps when it looked like they were about to do something. Like; they had Butcher so whenever he walked forward looking like he was getting in range for his dash: stun. Malf at the back healing; stun, damage; rest of the enemies would turn around; my team whales on them.  Butcher threw down Silence of the Lambs ult; stunny stun. Those were just examples but essentially I just stunned; maybe chipped them and ran.  Late game there were hesitant to try much because of the stuns and how my team followed up on them.

Can't remember for sure but I believe this was my build: https://www.icy-veins.com/heroes/talent-calculator/valeera#26.0!1122333

I always welcome criticism on it but please; this was like my 4th time playing her and I wasn't committing to kills.

Just found it interesting how I see so many Valeeras committing to a kill no matter what and they mess up and die so much whereas I got 3 deaths (mostly the consequence of focusing Malf at start of teamfight but I did get the kill when that happened) and overall my team had 7 deaths (stun the enemy chasing ally for days) and all I was doing was stunning and playing mind games. By all means I didn't carry but I screwed the enemy team over consistently (mainly Butcher) with the constant stuns.

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So I have a lot of issues with this guide

First the biggest problem I have is that Subtlety is listed as suggested at 1. Subtlety is an extremely bad talent in my opinion. You should never actually be able to just walk up and use an opener on any hero without unrevealable, you will just be instantly revealed by any player who can spot the shimmer before you get your opener off. Valeera has to stealth when she sees an opportunity to use an opener, then go in and use it with the unrevealable duration. She also does not get value out of this talent any time but the beginning of the fight, since you cant just leave your team 4v5 for several seconds while you proc subtlety.

Combat readiness is extremely underrated by this guide. The survivability boost is formidable, and even if you cant cling to your target long enough to get an eviscerate off on them, you can just use it on a minion or structure to gain the block charges. I honestly think of this a lot like force armor. Very good depending on the situation. I think it should be moved to situational for sure. Its incredibly powerful vs a variety of heroes.

Wound poison at least deserves a mention as situational. Its not a bad talent at all, just very comp specific. It can help your team handle a Valla Tass Auriel trio for example, and is also good vs heroes with strong self heal like Butcher and Malthael.

I don't like fatal finesse. 60 bonus damage is practically nothing, and if you want the extra energy I would just take Thistle Tea or Vigor. Other options are better at this tier in my opinion.

Mutilate is more situational I think. Its mostly for helping Valeera to shut down dives, which it is good at, but the loss in mobility is significant enough that I hesitate to recommend it in the average game.

Silce and Dice provides more overall damage than Ambush in a single combo (3 auto attacks is more damage than 1 ambush), but requires valeera be able to stick to the target long enough to do her full combo. It also reduces her potential to pick off weak, retreating targets quickly with death from above a little. I would include something about this in the description, saying its only viable with garrote build just isnt true. It also synergizes well with Expose Armor later on.

Finally, I think you are not giving expose armor enough credit. Valeera has very strong auto attacks, so lowering armor is very good to help finish off targets after she eviscerates. Especially now Cold Blood is gone, this talent helps valeera have a better shot at being able to 100-0 squishier heroes.

As for the builds, I dont agree with Vanish build being here. There is no real reason to use this build. It gives valeera 0 investment into bonus damage and only really invests in energy talents, which are mostly unnecessary if you take vigor at 1 + initiative at 4. This is just massive overkill. The only real "vanish" talents in this build are elusiveness and nightlslayer, the remaining ones are all excessively investing in energy talents. Increasing energy regen by 100%, reducing the number of abilities needed to be used to complete a combo, reducing the energy of blade flurry, and on top of that, thistle tea. Talk about excessive.

 

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Guest Etron
On 1/31/2017 at 7:39 PM, Hrimfisk said:

 

Seal Fate: Usually a go-to pick for me to capitalize on Cheap Shot into Sinister Strike. I find this to be the quickest way for me to gank.

g.

Kinda necroposting, but if you garrote you can actually proc two seal fate bonuses, letting you do massive burst.

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Guest zzzz

Always take Crippling Poison at start, especially in sinister strike build. You don't need that extra energy regen nor you need that additional energy, so vigor is pretty much useless. Crippling poison allows you to secure more kills early game and if you take mutilate you just must have crippling poison.

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Guest Someone02

My question for a Ambush centered build would Subtlety for a level 1 choice be better over Vigor? The gains from chain ambushing would net more energy gain and combat potential and even though it would slow her down you could go with enveloping shadows for her level 20 talent, between the two with her weaving through stealth and using ambush consistently would increase her own survive ability and ability to stay in team fights. Unless enveloping shadows has some kind of internal CD i would see it as a gain within team fights. please correct me if i am wrong in these regards. 

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Guest Someone02
4 hours ago, Guest Someone02 said:

My question for a Ambush centered build would Subtlety for a level 1 choice be better over Vigor? The gains from chain ambushing would net more energy gain and combat potential and even though it would slow her down you could go with enveloping shadows for her level 20 talent, between the two with her weaving through stealth and using ambush consistently would increase her own survive ability and ability to stay in team fights. Unless enveloping shadows has some kind of internal CD i would see it as a gain within team fights. please correct me if i am wrong in these regards. 

Thinking about it some more could even go as far as to grab Initiative for you level 4 talent. Combat would go along the lines of hit and run tactics, From stealth with Ambush, into Sinister strike followed by and immediate Eviscerate, by then Vanish would be off CD, energy regen would be enough to shortly begin another round once the extended range for Ambush hits. This would lead to more armor reductions as well so if your team had targets to focus Valeera could lead it off. Or just leave her to pick off the back line and harass the opposing team for physiological. I know each of these talents are more on the undervalued side and even to the point of not being even situational. But when put together in this fashion it leads to her being operated as a rogue would, Pick your fights and hit hard fast and then GTFO.

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      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
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      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
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    • 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
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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