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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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      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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] No longer deals reduced damage to Summons. 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. 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 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 Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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