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Balance Update: Feb 27

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A new balance patch has hit the Nexus with changes to Murky, Tychus, Malfurion's Entangling Roots, Tassadar's Khaydarin Resonance talent and more.

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Assassin

Tychus

Divider_Hero_Tychus_Crop.png

Stats

  • Basic Attack Range decreased from 5.5 to 4.5

Abilities

  • Overkill (Q)
    • Cooldown decreased from 15 to 13 seconds
    • Mana Cost reduced from 75 to 65
  • Commandeer Odin (R)
    • Attack range increased from 8.8 to 9

Talents

  • Level 1
    • Press the Advantage (E)
      • Range increase reduced from 1.9 to 1.5
      • Duration reduced from 4 to 3 seconds
  • Level 13
    • That’s the Stuff! (Trait)
      • New functionality:
        • Minigun heals Tychus for 100% of the bonus damage done to Heroes after the ability ends.
          • This will show a Heal preview during Minigun's duration that will heal Tychus as soon as the ability goes on cooldown.
    • Neosteel Coating (Active)
      • Increased Spell Armor from 50 to 75
Developer Comments:  Tychus has proven to be just as good at Assassin-busting as he is at Tank-busting, which was never our intention. This has made drafting him a good choice against just about any enemy team composition, which has led him to be one of the highest contested Heroes in HGC. We would like to see him gain the most value from sticking to front-line targets so we are lowering his Basic Attack range to limit his options while allowing other ranged Heroes to trade a bit more favorably against him.

Multi-Class

Varian

Divider_Hero_Varian_crop.png

Abilities

  • Charge (E)
    • Cooldown reduced from 14 to 12 seconds
  • Colossus Smash (R)
    • Damage bonus increased from 75 to 100%
  • Twin Blades of Fury (R)
    • Basic Attack damage penalty reduced from 25 to 20%

Talents

  • Level 4
    • Warbringer (E)
      • Now increases Charge's slow from 75% to 85%, instead of adding a stun
  • Level 13
    • Juggernaut (E)
      • Damage reduced from 6% to 5% of the target's maximum Health.
Developer Comments:  The frequency and power of a ranged point click stun was too powerful from Warbringer. While it may have been “balanced” in terms of winrate, its potency wasn’t healthy or fun for opponents. It didn’t offer many options for opponents that were stunned and then Taunted for over 2 seconds, greatly increasing the reliability of other abilities (like Sulfuras Smash). By making Warbringer a massive slow instead of a stun, it allows enemies to use abilities to defend themselves (or forces a Varian to use Taunt early, greatly reducing the duration of his opening crowd control). We’ve shifted more of the power of Warbringer over into the mobility aspect to compensate (since Warbringer makes Charge a 6 second cooldown now). The other part of these changes is providing some buffs to the Assassin focused Heroics to bring them up to par with Taunt, so that Varian can frequently opt into any of the Heroic choices to really fulfill the multi-class Hero fantasy that makes him unique.

Specialist

Murky

Divider_Hero_Murky_Crop.png

Stats

  • Murky Base Maximum Health reduced from 761 to 730
  • Base Health Regeneration reduced from 30.43 to 29.20

Abilities

  • Slime (Q)
    • Slow duration reduced from 8 to 6 seconds
    • Slime slow amount reduced from 25 to 20%
  • March of the Murlocs (R)
    • Cooldown increased from 80 to 110 seconds

    Talents

    • Level 1
      • Fishy Deal (Active)
        • Number of Bribe stacks needed to bribe a Mercenary increased from 7 to 8
        • Maximum stacks increased from 30 to 32
      • Egg Hunt (Trait)
        • Vision range of Fake Eggs reduced by 1
    • Level 4
      • Slime Time (Q)
        • Slow reduced from 35 to 30%
    • Level 7
      • Slippery When Wet (E)
        • Movement Speed bonus increased from 35 to 40%
      • Time to Krill (Passive)
        • Slow reduced from 8 to 7%
    • Level 13
      • Rejuvenating Bubble (E)
        • Healing reduced from 50 to 40% of maximum Health
    Developer Comments:  Murky slimed his way back to the top of the Nexus, and we’re all still cleaning the gunk out of our shoes as a result. His release pushed him much further than intended, so we’re targeting a series of nerfs at some of the frustrating aspects of the Hero. Overall, his effectiveness will be less reliable, and his ability to slow and zone opponents will be less powerful. Nerrrrfgggle Mrrggl.

    Support

    Lúcio

    Divider_Hero_Lucio.png

    Abilities

    • Amp it Up (E)
      • Healing Boost reduced from 16.5 to 15.5

    Talents

    • Level 4
      • Boombox (Active)
        • Duration increased from 20 to 30 seconds
      • Party Mix (W)
        • Bonus range decreased from 25 to 20%

    Malfurion

    Divider_Hero_Malfurion_Crop.png

    Abilities

    • Entangling Roots (E)
      • Root duration reduced from 1.5 to 1.25 seconds
    • Twilight Dream (R)
      • Mana regen reduced from 1.5 to 1.25

    Talents

    • Level 16
    • Tenacious Roots (E)
      • Root duration bonus decreased from .5 to .25 seconds
    Developer Comments:  Malfurion has seen a lot of play at all levels to the point that he is crowding out other Support heroes. While we like his established place in the Nexus, his Entangling Roots is much stronger for its consistency relative to the CC that other heroes in the game provide, particularly when he takes the Tenacious Roots talent. We’re also happy to see that Twilight Dream is so highly valued considering it’s against a strong Healing heroic, but wanted to lower some of the hidden power that it provides in its Mana regeneration to make the decision of which Heroic to take a little more thoughtful.

    Tassadar

    Divider_Hero_Tassadar_Crop.png

    Talents

    • Level 1
      • Khaydarin Resonance (Q)
        • New functionality:
          • Quest: Regeneration Globes grant an additional 50% Mana.
          • Reward(1): After collecting 15 Globes, increase the value of Plasma Shield by 20%.
          • Reward(2): After collecting 30 Globes, increase the duration of Plasma Shield by 100%.
    Developer Comments:  One of our major goals with Hero reworks is attempting to keep as many of the current builds and playstyles that exist for a Hero, trim out older or unhealthy ones, and hopefully open doors for new ones to emerge. When shifting the old Khala’s Embrace to a questing talent (Khaydarin Resonance), we had hoped to lock the immense power that it brought behind a barrier that was difficult to overcome on a lot of maps. In theory, this would make it feel rewarding to take on certain maps, but rarely the most powerful choice. Instead, we found that locking this kind of potential behind an extremely difficult Globe-collecting talent made for a more frustrating experience than a fun one. When taking a step back and considering our options, we felt it best to remove the permanent shielding capabilities and replace it with a less-powerful questing talent.

    Warrior

    Rexxar

    Divider_Hero_Rexxar_Cropped.png

    • Now has a visual indicator for Misha’s leash range.
    • Can now issue Misha commands outside of her leash range. Misha will run to the edge of her range and leash if she attempts to go beyond.

    Bug Fixes

    General

    • Replays: Fixed an issue that could cause an error while scrubbing the timeline during Replay playback.

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    3 hours ago, Valhalen said:

    No more stun on Charge was too much...

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

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    Without stun Varian isn't better tank than Sonya (that has 2 stuns), he's forced to interrupt with R that he can't use without charging enemy first to be in range, back to  twin blades of fury again phase like when taunt was bad.  If they want keep Varian tank viable they shoulda have reduced stun time (or taunt time) not deleting it turning him in Illidan n°2.

    Estimating Varian going soon to bottom of heroes list joining Medivh winrate.

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    1 hour ago, PumpkinRow said:

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

    So... remove the hero entirely from the Meta and any viable build. Cool.

    The removal of stun makes him really weakened. Be nice if they could have just changed it to a root rather than a true stun, then you could use things like recall or portals to avoid the chain CC, but actually still give it some viability as a engagement and set up move for picks. Now they must be truly out of position for it to have any effectiveness.

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    2 hours ago, PumpkinRow said:

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

    Most of the Warriors that are highly contested picks have at least one stun in their arsenal. There was nothing wrong with Warbringer having a stun; it was the combo with Taunt that led into deeper cc chain follow ups that was frustrating to play against that was the problem. 

    He already had a dismal early game performance, and this nerf will emphasise that. Removing the stun also harms the other two builds for him, as it means that, unlike most other Warriors, he has no way to interrupt channelled casts on enemies. That puts him on the same boat as Leoric, but he still has a niche to fill due to the way he can swallow hp from other high health Heroes, whereas Varian has had some notable competition overtake him on those specs recently; Sonya in particular is performing really well, and can solo camps far quicker, more safely and with less downtime than him as well. 

    On top of that, the change literally makes no sense. The change of someone moving from 75% to 85% slower for one second will be barely noticeable. We all expected some kind of nerf, because yes, the combo was obnoxiously strong when it had follow up, but this just completely overshot the mark. 

    It's a shame, because the last patch that swapped his Banners for tools like Mortal Strike and Shattering Throw felt great.

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    10 hours ago, Plergoth said:

    Most of the Warriors that are highly contested picks have at least one stun in their arsenal. There was nothing wrong with Warbringer having a stun; it was the combo with Taunt that led into deeper cc chain follow ups that was frustrating to play against that was the problem. 

    He already had a dismal early game performance, and this nerf will emphasise that. Removing the stun also harms the other two builds for him, as it means that, unlike most other Warriors, he has no way to interrupt channelled casts on enemies. That puts him on the same boat as Leoric, but he still has a niche to fill due to the way he can swallow hp from other high health Heroes, whereas Varian has had some notable competition overtake him on those specs recently; Sonya in particular is performing really well, and can solo camps far quicker, more safely and with less downtime than him as well. 

    On top of that, the change literally makes no sense. The change of someone moving from 75% to 85% slower for one second will be barely noticeable. We all expected some kind of nerf, because yes, the combo was obnoxiously strong when it had follow up, but this just completely overshot the mark. 

    It's a shame, because the last patch that swapped his Banners for tools like Mortal Strike and Shattering Throw felt great.

    The combo with Taunt was certainly very bad but yeah, maybe getting rid of the stun entirely did overstep the mark. I feel like it would have made more sense to get rid of Warbringer's cooldown reduction on Charge, and increase the cooldown on Taunt. That way the combo would still be there and still rek stuff but it would have to be used a bit more cleverly since it wouldn't be available as much.

    On the other side of things, if the combo was so consistent that Blizzard felt it needed to be addressed, how about buffing Cleanse....?

     

    Edit: Had a typo </3

    Edited by MurkyFelix

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    I remember when Varian launch, people complaining about the Warbringer, that was to op for 1s of stun every 6 seconds. So I presume Blizzard took this and nerf the talent. And to be fair it´s was annoyng to deal with Charge stun plus Provoke, not fun especially if you have follow up damage like Li-Ming, Ragnaros or even Chromie. The problem is, early game Varian its not good, the only thing that makes Varian scary it was this stun, so removing this its like " ok, they have Varian, nothing to worry about".

    But with all that, i think i agree with developer commentary about Varian. Even if they reduce the duration of stun or taunt the combo will be the same

    Edited by Iginis7

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    HORRIBLE change. The stun was basically the only reason Varian was picked and sought after. He now is just a weird earlygame hero with a lvl 10 choice between a 1) tank with no cc and nothing special. Why take a Varian tank now? 2) Illidan the second, minus the major mobility and damage avoidance (or an inefficient Sonya) 3) a clunky melee burst damagedealer who dives and dies (ok, he killed the lunara.. oh no wait, the stun is gone and so is his strong engage-followup). Go pick a Thrall, Greymane or Zeratul.

    Thanks Blizzard! At least I had fun for a while playing Varian after lvl 10. I guess playtime is over. Good luck catching dust Varian, see you next year :DDD

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    And it's sad that there were so many other viable solutions to the Varian dilemma.  He wasn't exactly OP, he just had a playstyle that destroyed the possibility of counter play.

    Option A)  Make Charge a skillshot that stuns the first person he connects with, which keeps him viable but makes him more like Muradin.

    Option B)  Longer cooldown on the stun and taunt, since cleanse has a 60 second cooldown

    Option C)  Shorten cooldown on cleanse since the game is so lock-down heavy right now.  Dropping it 45 seconds effectively nerfs Varian

    It's like they got upset that his assassin builds weren't viable at higher levels of play, so they ruined the only viable build he had.

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    6 minutes ago, FirstBlood said:

    Option A)  Make Charge a skillshot that stuns the first person he connects with, which keeps him viable but makes him more like Muradin.

    This is a very good idea, making Charge a skillshot would solve a lot of problems. It would also give Varian a escape mechanism, which is something he severely lacks.

    Edited by Valhalen
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    13 hours ago, MurkyFelix said:

    On the other side of things, if the combo was so consistent that Blizzard felt it needed to be addressed, how about buffing Cleanse....?

    I've been wondering if they'll buff Cleanse (or similar effects), but it seems they are more focused on controlling the amount of mez that can be landed in any one game and for long they can lock players out of actions, which is fine by me as well. Buffing Cleanse - even a small one - would have knock on consequences for not just the Supports that have them, as it's already an invaluable asset to have, but double Supp comps, Heroes with unique self cleanse or resistance to mez effects, or other heroes such as Kharazim with Cleanse built into their kit at a later stage of the game for a notable power spike. It'd also affect heroes that rely heavily on landing a mez effect to secure a kill, such as Kerrigan and the Butcher. I think it's best left alone for now. 

     

    3 hours ago, Skyewalker said:

    1) tank with no cc and nothing special. Why take a Varian tank now? 2) Illidan the second, minus the major mobility and damage avoidance (or an inefficient Sonya) 3) a clunky melee burst damagedealer who dives and dies (ok, he killed the lunara.. oh no wait, the stun is gone and so is his strong engage-followup


    Exactly. It was already possible to juke a Charge by casting something like Barrel Roll very precisely, and then have Varian comically Flash-run towards you from a mile away into towers. I don't know if it was intentional, but this just means that any Hero that might have been a priority target for a Smash before, but has any mobility whatsoever, can bait a Charge and then simply kite Varian without taking any real amounts of damage. It hasn't just hurt Tank Varian, who *may* still have a niche to fill on teams that need something to deal with a Shield comp, but it makes his assassin builds even less effective and riskier to play. 

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    Making charge a skillshot won't fix Varian, because you are giving him an escape pratically instead of a engage tool, nobody will use charge to solely engage that should be the reason of the word 'Charge'. Also will be a terrible engage tool in the form of a skillshot even if it stun for 4 seconds instead of 1 because it can be easy missed like Storm Bolt of Muradin especially at max range and will be a worse Muradin because if you Charge not stunning anything you probably die there for your mistake since Varian has no mobility or defensive tools. At least if Muradin miss Storm bolt isn't severely overextended.

    To fix the issue the only solutions are nerf the stun time to like 0,5 sec or increase Charge cd so he can't repeately spam it in tf like was before that you coulda stun the same person 2 times in a row since cd was so short.

    Cleanse and related don't fix it also, if Varain charge the support he can't cleanse himself making cleanse completely useless, and if you keep your distance as support you probably can't cleanse the stunned target anyway because you are too far. And anyway Varian spam stuns every 6 secs while your cleanse will be never less than 30 sec cd after the first usage so he can try again shortly after.

    In the current state Varian is bad as Li Ming with nerfed teleport and not worth being used.

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    10 hours ago, Plergoth said:

    I've been wondering if they'll buff Cleanse (or similar effects), but it seems they are more focused on controlling the amount of mez that can be landed in any one game and for long they can lock players out of actions, which is fine by me as well. Buffing Cleanse - even a small one - would have knock on consequences for not just the Supports that have them, as it's already an invaluable asset to have, but double Supp comps, Heroes with unique self cleanse or resistance to mez effects, or other heroes such as Kharazim with Cleanse built into their kit at a later stage of the game for a notable power spike. It'd also affect heroes that rely heavily on landing a mez effect to secure a kill, such as Kerrigan and the Butcher. I think it's best left alone for now. 

    True. Though the meta is just stunlocks now (to use Oxygen's analysis), Blizzard do seem intent on letting stunlocks happen, just less consistently than it has been (hence this nerf). The only real issue I have with Cleanse is the long cooldown when you'd use it to stop 2 seconds of CC. I realize the significance of those seconds but the view on paper always feels less impactful, especially when the CC is back up in ~8seconds. Also there's me wandering into Malfurion's root when trying to Cleanse my ally out of it but that's me failing as a Brightwing. But I do feel like it could do with a buff, it just isn't worth it since so many heroes would be affected. 

    Also for clarity, I took "mez" as meaning CC but I don't know what it actually means.

    2 hours ago, Hanz39 said:

    Cleanse and related don't fix it also, if Varain charge the support he can't cleanse himself making cleanse completely useless, and if you keep your distance as support you probably can't cleanse the stunned target anyway because you are too far. And anyway Varian spam stuns every 6 secs while your cleanse will be never less than 30 sec cd after the first usage so he can try again shortly after.

    In the current state Varian is bad as Li Ming with nerfed teleport and not worth being used.

    To be nitpicking; supports can't self cast Cleanse anyway, so any CC on them is as bad. And there is a middle ground where you are close enough to whoever got hit to Cleanse them. I get it isn't viable in a longterm against Varian (pre-patch) but it's better than nothing. Plus if he Charged someone who get's Cleansed, that's no stun, no Taunt and Varian can't really get away, so a lot of the time he'd be too low health by the time Charge is back or he'd be dead.

    And that is very sweeping, that last statement. Li-Ming is very worth being used, her resets can just snowball (more like avalanche) the game plus her damage is brilliant along with mobility. Plus yes, Varian isn't as good now but a 75% slow is nothing to sniff at and slow is still CC (hello Rexxar) and can be followed up on with a Taunt. Now, the targets just have an chance to get away but it's a very slim chance

    Edited by MurkyFelix
    Typo

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    On 2017-03-01 at 5:17 AM, MurkyFelix said:

     Also for clarity, I took "mez" as meaning CC but I don't know what it actually means.

    I believe it comes from the MMO EverQuest. It had a class called the Enchanter that could cast a spell named Mesmerize, which would stun or sleep a target. 

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        Blackheart seeks revenge against the Commodore in this week's attack/defend battleground! Everyone starts at level 10, no other talents besides that are available. There's a small chance of all players being the same Hero. Play two games to earn a Loot Chest.
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        Assist a salty revenge-fueled pirate in his other-worldly quest to destroy the docks, or send him to a watery grave with the aid of some spectral cannonballs. This week’s Heroes Brawl is Blackheart’s Revenge, and no matter which side you take, it’s sure to be an explosive match!

        Rules:
        Choose from one of three randomly selected Heroes before entering the Docks. Be quick about it though, you only have 30 seconds to choose! Everyone will begin the round at level 10 and will be asked to choose a Heroic Ability. No other talents will be available. You will either be placed on the Attacking or Defending team and will be responsible for aiding Blackheart in his quest for revenge, or preventing the destruction of the Docks Attackers will be responsible for preventing Defenders from firing Cannons at Blackheart’s ship Defenders will gather Cannonballs and fire them at Blackheart’s ship via Cannons placed around the Battleground After the first round, teams will switch sides and the displayed health on Blackheart’s Ship will be adjusted to show the amount of Cannonballs the defending team must fire to beat their opponent’s score and win the round. The team to fire the most shots at the enemy ship will be victorious, unless both teams fire zero or the maximum of 5 Cannonballs, which will result in ties. Rewards:
        Complete two matches of the Blackheart's Revenge to earn a Loot Chest! Find out more about the new Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
      • By Stan
        The latest Heroes of the Storm content patch is now live with Mal'Ganis, disabled Haunted Mines, and changes to certain Support abilities to only work on Heroes.
        Patch Highlights
        Mal'Ganis is now live and you can check out our build guide here. The Hero is also available in the talent calculator. The game no longer supports DirectX9 and the 32-bit version of the client. Haunted Mines have been removed from all gameplay modes. Ana's Healing Dart now pierces targets at full Health. Multiple Support abilities have been reworked to only work on Heroes. Blizzard (Source)
        General
        Heroes of the Storm no longer supports DirectX 9 and the 32-bit version of the client. Battlegrounds
        Unranked Battleground Rotation:
        The Battleground Rotation for all Unranked modes has been adjusted to the following: Alterac Pass Battlefield of Eternity Blackheart's Bay Braxis Holdout Cursed Hollow Dragon Shire Garden of Terror Hanamura Temple Infernal Shrines Sky Temple Tomb of the Spider Queen Towers of Doom Volskaya Foundry Warhead Junction Haunted Mines: Haunted Mines has been removed from all gameplay modes. It will still be available to be played in Custom Games. Mercenaries: Sappers can no longer have their charge attack interrupted by a Silence effect. Silencing Sappers will still prevent them from starting to channel this ability New Hero: Mal'Ganis (Warrior)
        Cunning and intelligent, Mal'Ganis was chosen to bring Arthas Menthil into the Lich King's service. After manipulating the prince into purging Stratholme of life, he finally fell to Frostmourne as Arthas's first act as the Lich King's champion... yet a demon does not die so easily.
        Trait
        Vampiric Touch Mal'Ganis heals for 45% of damage dealt to enemy Heroes and 15% of damage dealt to non-Heroes. Basic Abilities
        Fel Claws (Q) Violently slash in the chosen direction, dealing 78 damage to enemies. Reactivate to slash up to 2 more times. The third slash Stuns enemies for 0.75 seconds. Necrotic Embrace (W) Desecrate the air, dealing 119 damage to nearby enemies and gaining 25 Armor for 3 seconds. Night Rush (E) After 0.75 seconds, gain 50% Movement Speed for 2 seconds. While active, Mal'Ganis can move through enemy Heroes and put them to Sleep for 2.5 seconds. Heroic Abilities
        Carrion Swarm (R) After 1 second, disperse into an Invulnerable swarm of bats for 3 seconds, dealing 74 damage per second to enemies. Vampiric Touch heals for 100% of Carrion Swarm's damage to Heroes. Dark Conversion (R) Channel on an enemy Hero for 0.75 seconds, then swap Health percentages with the target over 3 seconds. Design
        Support Heroes
        We've unified certain Support abilities to only work on Heroes (not minions or Mercenaries): Alexstrasza
        Gift of Life (Q) Breath of Life (Q-Dragon Form) Brightwing
        Pixie Dust (E) Li Li Healing Brew (Q) Rehgar
        Healing Totem (Active - Level 4) Earth Shield (W - Level 13) Tyrande
        Light of Elune (Q) Uther
        Holy Light (Q) Heroes
        Support

        Ana
        Abilities
        Healing Dart (Q) Healing Dart will now pierce targets at full Health. Collection
        New Bundles
        The following new bundles are available for a limited time! Mal'Ganis Heroic Bundle Death & Undeath Bundle Meat Wagon Bundle New Announcer
        Mal'Ganis New Mount
        Meat Wagon Northrend Meat Wagon Blackrock Meat Wagon Deathguard Meat Wagon New Skins
        Mal'Ganis Dreadmachine Mal'Ganis Neocarbon Dreadmachine Mal'Ganis Master Deadmachine Mal'Ganis Infernal Mal'Ganis Northrend Mal'Ganis New Portraits, Sprays, and Emojis
        Several new emoji packs and portraits have also been added to the game.  Bug Fixes
        General
        AI Heroes: Fixed multiple cases of AI-controlled Heroes incorrectly using their abilities. Spell Power: Fixed an issue where Spell Power would no longer affect a Hero’s abilities after they died. (For example: Jaina’s Blizzard will now continue to deal bonus damage if she received increased Spell Power but died before the second and third waves.) Statis/Time Stop: Fixed an issue where player created terrain could move Heroes affected by Stasis or Time Stop. Battlegrounds
        Garden of Terror: Fixed an issue where all three Garden Terrors could spawn in a single lane. Minions/Mercenaries: Fixed an issue where Heroes could block the movement of Catapults, preventing them from passing through intact gates. User Interface
        Fixed an issue where a space would appear before the player’s name in a Whisper. Heroes, Abilities, and Talents
        Ana: Fixed an issue where Ana’s Shrike healing was not accurately reflecting her damage done (via Spell Power or her target’s Armor). Chromie: Fixed an issue where Temporal Loop’s return location would appear incorrect if a movement ability was used by the target. Diablo: Fixed an issue where Diablo would not be displaced by knockback and similar effects while casting Overpower. Gall: Fixed an issue where not all cases of Damage Reduction would work on Gall. Gul’dan: Fixed an issue where Darkness Within’s bonus Spell Power would not increase the healing of Drain Life. Kharazim: Can now Radiant Dash to all allied units, including Mercenaries, Creep Tumors, and Toxic Nests. Li-Ming: Fixed an issue where Tal Rasha's Elements would grant bonus damage to Calamity after being twice in a row. Murky: Egg Hunt’s Slime no longer benefits from Slime talents. Sylvanas: Targets of Mind Control will now clear their move orders when affected by the ability. Uther: Fixed an issue where Holy Fire’s damage was affected by Spell Power. Mal'Ganis is now live and it's time to check out our build guide and the official patch notes.