Stan

Balance Update: Feb 27

Sign in to follow this  

15 posts in this topic

EE5EVR7G2FAY1453319542840.png

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

Blizzard LogoBlizzard Entertainment (Source)

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.

    Share this post


    Link to post
    Share on other sites
    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.

    Share this post


    Link to post
    Share on other sites

    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.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    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.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    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.

    • Like 2

    Share this post


    Link to post
    Share on other sites
    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

    Share this post


    Link to post
    Share on other sites

    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

    Share this post


    Link to post
    Share on other sites

    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

    Share this post


    Link to post
    Share on other sites

    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.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    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
    • Like 1

    Share this post


    Link to post
    Share on other sites
    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. 

    Share this post


    Link to post
    Share on other sites

    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.

    Share this post


    Link to post
    Share on other sites
    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

    Share this post


    Link to post
    Share on other sites
    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. 

    • Like 1

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now
    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    • Similar Content

      • By Stan
        In the third installment of Midgame Moves, Team Dignitas' Vilhelm “POILK” Flennmark details how to recover from a lost battle and get back into the game.
        Midgame Moves
        Part One: Map Pressure & Camp Timings Part Two: Boss Control Blizzard (Source)
        How to Recover from a Lost Team Fight
        It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene, now focusing on the meaty middle portion of a competitive game. On day one we explored map pressure and mercenary camp timings, while yesterday we emphasized boss control. Today, we learn about safe rotations and trade pushing!
        You’ve just lost a team fight and things are looking bleak; something needs to change to turn the tides. Team Dignitas’ Vilhelm “POILK” Flennmark is on hand to help you navigate to victory from the backfoot.
        Attitude is Everything
        “You should focus on what you can do, instead of what has happened,” said POILK. “You can’t change what has happened and what set you back, but you can look for things to do that will help you get back into the game.”
        Do your best to be a part of the solution when it comes to mounting a comeback. “Instead of having that little argument in chat, talk about what you can do instead,” he added.
        Playing Safe is the Only Option
        Soaking experience is of paramount importance—it’s the only way you’ll return to even footing. To ensure that you aren’t staggering more deaths in the process, watch your pathing between lanes. “If you know where the enemy is then there is no problem taking the aggressive path between lanes,” POILK said. “It's when you don't know where they are that you should fear doing aggressive rotations because they could very likely be hiding in that bush between the lanes.”
        It’s common for teams to set up with the intention of pouncing on any enemy Hero that walks by. “If you're leading on Cursed Hollow, you can take the aggressive rotation from middle to bottom where you pass the bush. I would recommend checking bushes with spells. If you’re behind, you can dodge the bush completely by taking a less direct route.”
        Stop the Bleeding, Start the Trade Push
        Before course-correcting a game gone sideways, you must stop the bleeding. “If something goes wrong and the fight starts badly, you just want to back off and avoid losing more people,” POILK said. “You always want to gain something in exchange for losing the objective, even if it's just catching some soak from waves.”
        Enter ‘trade pushing’. A trade push is essentially giving up the objective on purpose in exchange for making progress elsewhere on the map. “Trade pushing during an objective you can't contest is a key part of returning to even footing,” POILK said.
        To understand trade push, you must first comprehend the cardinal rule. “Soaking experience is the most important part of Heroes of the Storm, especially in the early and midgame,” POILK said. “If your opponent commits five people to do the middle Shrine but you get soak and structures on both top and bottom, that is a lot of experience gained. After level 20, soak is not that important.”
        Structures are not Everything
        Only one team is destined to destroy the Core, but there will be several small windows in which your team can safely soak and siege without fear. “The objectives don't really get super-strong until the late game,” POILK said. “The second Punisher on Infernal Shrines usually just gets a fort. With a coordinated team you could easily get a fort on your own with the amount of time the enemy team spends doing the objective.”
        The 'Rage Push' Play
        We covered the Hail Mary Boss play yesterday, but there is a dire play to be made in every situation. “A desperation play you'll see on Dragon Shire is where the team that is hopelessly behind will take the Siege Giants and bottom Knights to mount one last rage push. That’s what Team Dignitas calls it. You're hoping for a lucky pick and some structure damage to get back into the game that way. Sometimes just brute forcing is the best chance you'll have to get back in the game. Those circumstances are rare though.”
        Fighting for the objective is often the most straightforward path to victory, but when you’re trying to come from behind you want to minimize your exposure to the enemy team. "On Infernal Shrines, it is very common for the experience levels to be 13-12 when the second Shrine spawns,” POILK said. “For whatever reason the losing team always makes the mistake of forcing a fight during this. If the second Shrine spawns top, you want to hide from the map before pushing bottom lane with your minion wave. This forces the enemy team to choose between pushing with the Punisher and defending, which usually gives you enough time to catch up in levels.”
        Never Give Up; Never Surrender!
        Team Dignitas mounted a comeback of their own against Gen.G Esports in the grand finals of the Mid-Season Brawl. POILK recently played a pretty major role in a great example of running back a game that looked all but over. “Our shot calling is very good—we are always looking for a way back into any game we might be losing,” he said.
        In their match against Gen.G Esports on Towers of Doom, Team Dignitas did just that—patiently waiting for their Storm Tier Talents to even the playing field before wiping their Korean rivals. “I don't really remember what the coms were, but I know we weren't totally sure we could end. I said I could take bottom Fort, Wubby said he could do the Sappers, Zaelia said he could take mid Fort and Snitch was already on his way to top lane. It was like, everyone saw a thing they could do on their own. Everyone just knew exactly what they needed to do.”
        While you shouldn’t expect to have the same coordination as one of the best teams in the world, that’s inspiring nonetheless—and acts as a great segue into tomorrow’s Midgame Moves article on pushing your advantage to the max, featuring Francisco "Goku" Avalos from North America’s Team Octalysis!
      • By Stan
        It's Midgame Moves week in Heroes and in the second installment, HeroesHearth coach CauthonLuck talks about boss control. Is it worth soloing the boss?
        In the first installment, Dreadnaught covered map pressure and camp timings.
        Blizzard (Source)
        It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive match! Yesterday we touched on Map Pressure and Mercenary camp timings. Today we will learn about Boss control.
        We’ve all unintentionally thrown a game on a Boss before. Bosses in Heroes of the Storm are some of the most unforgiving points of contention, and often leave disaster in the wake of their attempted capture. However, capturing the Boss doesn’t have to be unnerving, so long as your team is on the same page and you know what information you’re looking for.
        Have a Reason and Follow Through
        “Bosses aren't typically used for building leads, they're used for finishing games or getting meaningful structure advantages that help you finish the game later,” said HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible, who spent the entirety of 2017 competing professionally with the Tempo Storm roster. “Have a reason for taking the Boss and try to get your team on the same page with that reason.”
        Taking a Boss in the early game is generally considered an extremely risky move with very little payoff. The Boss will demand a soft defense but won’t get much done unless your teammates are pushing with it. If you’ve already committed multiple members to taking the Boss and there is no going back now—what do you do next? “A big mistake teams make on Sky Temple is taking the Boss in the midgame and letting it push alone on its own. The best utilization of the Boss is when there is a specific plan you can get your team behind: ‘Take this Boss and push with it’, or ‘take this Boss and go kill top Keep while they defend the Boss on bot Keep’, or ‘take this Boss and then go to the other side of Cursed Hollow and take that Boss and push with it while they defend the first one’. If you take a Boss and let it wander on its own, it's a mistake.”
        Baiting a Fight on Boss
        Yes, the Boss does an excellent job of pushing the lane, creating map pressure, and demanding a response. However, it can be an amazing tool for starting a fight as well. “If you're up—say level 16 to 14—that is usually a good time to start a Boss. If the other team tries to contest you, you're fine taking that fight, so long as everyone on your team gets off the Boss and fights. If they don't contest you, take the Boss and push their Keep with a talent tier advantage. You turn your level lead into getting a Keep down, or if you get a pick while they're defending you might just win the game.”
        Communication is key! When you’re not trying to bait a fight, you should make that as clear as possible to your teammates. “If there are times when you know you're just sneaking the Boss and you can't win a fight if they enemy team finds you, you should try and let your team know that like, 'Hey, we're trying to sneak this, if someone scouts us just back up and give it up unless it's almost dead'.”
        Sneaky, Sneaky, Dead.
        Sneaking Bosses can be good when you have Heroes that have high damage output such as Greymane, Sonya, or Jaina. “A common Boss sneak happens on Tomb of the Spider Queen,” said Cauthonluck. “If you can force the enemy team to clear the bottom Web Weaver last, your team can start Boss on top as soon as the Web Weavers die. It's very easy to kill and capture that Boss before the enemy team can rotate top from the bottom Web Weaver.”
        The Hail Mary Play
        When a game looks all but over, sometimes the only option is to pull a Boss and pray for the best. This fight usually determines the outcome of the game, so make sure your lanes are pushed out enough that catapults or a devious backdoor won’t spell your unfortunate demise before you engage. “The point of this desperation play isn't necessarily to get the Boss. If they don't fight you, you get it for free and it's a little bit of an advantage, but the entire point of that move is to get the enemy team to fight you while they're not quite 20. It's a valid strategy.”
        Should I Try and Solo the Boss? ave a Reason and Follow Through
        Short Answer? No.
        Long Answer: “I would almost never recommend soloing a Boss. Maybe with an Illidan and Abathur combo, it could be worth it—but in general, it takes so long that even if you're capable of doing it, it's far too risky and the map control you give up just isn't worth it. Anytime you have someone capable of soloing a Boss it's generally way more effective to just bring one extra DPS with them and kill the Boss much quicker and make yourself less vulnerable to being invaded. You can still have the same benefit, you're doing the Boss without the enemy team knowing and you can still do that while having three of your Heroes visible on the map instead of four. It's something that really shouldn't be attempted.”
        Thieves in the Night
        It is possible, albeit difficult, for Medivh to steal the Boss with Ley Line Seal. So, you’re casually strolling between mid and bot lane with some of your teammates minding your own business when you catch a glimpse of the enemy Varian wailing away on the Boss. Prepare to invade!
        “Tyrael's Holy Ground is your best friend when it comes to stealing a Boss," said Cauthonluck. "Although, Zarya's Expulsion Zone is also very good. Chen's Wandering Keg can achieve kind of the same thing, although it can be difficult to get all their members off the point long enough to capture it. Falstad's Mighty Gust is another tool, but it can be tricky to setup because it requires hitting the Gust into Barrel Roll from a very specific angle where it sweeps the entire enemy team off and leaves you on the point. Any time you do that you're basically resigning yourself to death. I would be very careful with that one.”
        To Defend or Not to Defend
        What is the best way to go about deciding who needs to defend against a pushing Boss? "Most of the time you're going to want to defend with everybody," said Cauthonluck. "However, if the enemy team isn't pushing with their Boss, it's usually best not to defend with all five but to have your highest DPS Heroes defending while your Warriors and Supports are doing useful things on the map such as soaking, defending other lanes, or doing Mercenary camps."
        As always, do your best to be constantly aware of the variables in play. "If you're one or two creep waves away from getting to 16 or 20, then it can be good to have four people defend and one person on your team go to soak that talent tier before you defend hard."
        Armed with this information, hopefully your next attempt at Boss will be a little more thought out. Check back with us tomorrow for more of Midgame Moves Week when Team Dignitas' Vilhelm "POILK" Flennmark explains how to recover from a lost team fight.  
      • By Stan
        It's time for Midgame Moves week in Heroes of the Storm! In the first installment, Wade "Dreadnaught" Penfold covers map pressure and mercenary camp timings.
        Dou you remember Opening Moves that covered a wide range of subjects, aimed to educate players on the variety of different ways to start a competitive match?
        #1: The 4-1 Split #2: How to Know If You'll Win the Level 1 Fight #3: Pushing Towers Early #4: The 5v5 Mid Strategy #5: The Chinese Bush Meta Midgame Moves is a continuation of the series and the second installment about boss control will be available tomorrow!
        Blizzard (Source)
        It’s Midgame Moves Week for Heroes of the Storm—and we’re continuing the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive game! Today we will focus on Map Pressure and Mercenary camp timings.
        What is Map Pressure?
        Every game of Heroes of the Storm is a race between two teams. The team winning the race is the team with more map pressure at any given time, demanding a response from their opponents. That team is in the driver’s seat. That is the team with the freedom to make decisions.
        The team that doesn’t have map pressure is that team responding to it, trying to defuse it. That team is on the back foot—defending their structures against minion waves, Impalers, Punishers, Hellbats, Armored Gnolls, Grave Golems, Immortals, Calvary… you get the picture.
        “Map pressure is probably one of the most important aspects of Heroes of the Storm,” said Wade “Dreadnaught” Penfold, former professional player for Tempo Storm and current HGC caster. “When you apply pressure at multiple points of the map at once you are buying yourself more time to rotate and more time to make decisions before your opponent. Map pressure is the tool used to increase the chance of obtaining and maintaining an experience advantage.”
        When Should I Be Doing Camps?
        You should never take any camp without having a reason for doing so. Obviously, it’s less risky to take camps on your side of the map (safe camps) than it is on your opponent’s side (not-safe camps). Sneaking enemy camps almost always ends in tragedy, so it’s in your best interest to refrain unless your team is on the same page.
        Ask yourself this series of questions every time you consider taking a camp:
        Does my team need me elsewhere? Are we going to be able to push with this camp? If I start this camp, am I in danger ob eing invaded by the enemy? Do I need help to do this camp quickly? Which enemy Hero am I anticipating will come to clear this camp? “Before level 10 you should not be doing camps if you do not have a member of the team soaking in every lane,” Dreadnaught adds. “I am not saying that you must have a person in each lane for every waking moment of the laning phase, but it is very important to capture as much experience as possible on the battleground as fast as possible.”
        Know Your Mercenary Camp
        Siege Giants – “Siege Giants have a long-range, high-damage auto attack. Try to focus on keeping them alive by zoning out your opponents. Late game pressure is where the Siege giants are a step above the rest of the mercenaries—but no matter the point of the game, if they are left unchecked, you are going to regret not clearing them.” Found on: Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Sappers – “The Sappers do a large amount of damage and they are one of the more reliable camps to get structural damage from, but they need to reach a certain range from the Towers before they cast their charge. You will need to escort them into Tower range.” Found on Towers of Doom and Haunted Mines. Impalers – “Impalers act much like Siege Giants, in that they auto attack from outside of Tower range, but their overall effectiveness is a notch down. They can be stacked on certain maps like Infernal Shrines, and that can make them more threatening.” Found on Battlefield of Eternity and Infernal Shrines. Hellbats – “Hellbats are tougher in terms of health than the other siege camps, but their limited range makes them less impactful in sieging. Their splash damage helps to clear, and their large health pools allow them to tank Tower shots. Their auto attacks reduce Armor on Heroes, which makes them a pain to clear on your own.” Found on Braxis Holdout and Warhead Junction. Assault Troopers – “Assault troopers can out-range enemy towers and will help push a wave, but this camp struggles to pack the same punch compared to Siege Giants or Sappers.” Found on Volskaya Foundry. Armored Gnolls – “Alterac Pass is brand new and we are still learning how to play the map in the most effective way possible, but [Armored Gnolls] function much like the Hellbats. I think it’s safe to say that the Armored Gnolls should be treated as Hellbats both in effectiveness and how to approach them.” Found on Alterac Pass. Knights – “Knights are the best camp in the game to push with because the Wizard minion provides a Spell Armor aura. This aura helps increase everyone’s ability to push and makes your minion wave difficult to clear. When the Wizard falls, the camp is far less impactful, so try to protect that little guy at all costs.” Found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Fallen Shaman – “The Fallen Shaman spawns dogs that will fight on his behalf and when they die he will bring in a new set of puppers. The Shaman will stay out of range of Towers and Forts the entire time, so unless you respond to him and kill him, you are relying on the minions to clear him and his dogs. This takes a very long time to make happen and because of this, the camp is the best at split pushing.” Found on Battlefield of Eternity and Infernal Shrines. Goliaths and Raven – “Goliaths can’t out-range the Towers which makes the camp not ideal for sieging. It does provide a solid amount of threat to heroes because the Raven has a long-range seeker missile that can do a decent amount of damage. You can out-range the ability and avoid the damage, but it will force you away from the camp a significant distance. The Raven also has AoE damage to try to help the Goliaths push and the Goliaths are pretty tanky.” Found on Braxis Holdout and Warhead Junction. Why Wait to Capture the Camp?
        So, you’ve done the camp and it’s time to stand on the circle to capture it and get those Mercs pushing. WAIT! You could get so much more out of this if you put a little thought into what you’re doing!
        “You should be stalling the cap whenever you know that there is going to be an objective spawning on the map and that there is no way that anyone on the opponent’s team can contest you," Dreadnaught said. "There are hundreds of different situations where stalling will help your team out, but in all of these cases you are stalling to ensure that you are capping your camp with a purpose and timing it in order to give your team the greatest advantage possible.”
        Stalling the cap of a camp is small change you can make to your game that can have a potentially major impact. “A good example of this would be on the first Shrine Phase of Sky temple," Dreadnaught said. "Your opponents are likely going to start their Knight camp at some point during this time frame and if they do, you may consider stalling the cap of yours to ensure that the Knights meet up under the cover of your top Fort Towers. This gives you the easiest defense position to clear and will allow your Knights to push without interruption while your team fights on the Temple.”
        Common Camp Capture Timings
        Battlefield of Eternity:
        “Capture Impalers before first Immortal.” “Capture Shaman camp as the Immortal spawns.” Braxis Holdout:
        “Either Camp during the Beacon Phase to create pressure and help enable the control.” Cursed Hollow:
        “Capture Giants as the first tribute spawns.” “Capture Knights in between the first and second tribute spawns.” Dragonshire:
        “Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.” Garden of Terror:
        “Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror. “ “Capture Giants as you are channeling to pilot your own Garden Terror and then pressure mid and bottom with the terror.” Haunted Mines:
        “Capture Sappers and Giants during mine phase to get free damage while everyone is getting skulls.” “Capture Giants when the Grave Golem is sieging to help defend and get counter pressure.” Infernal Shrines:
        “Capture Impalers during the laning phase between rotations of middle and bot lane.” “Capture bottom Impalers once you have control over mid with first Impaler set.” “Capture the Shaman Camp anytime the Shrine spawns middle or bottom, especially bottom.” Sky Temple:
        “Capture Giants and Knights before first Temple phase.” Tomb of the Spider Queen:
        “Capture Knights before or during first turn-in phase.” Towers of Doom:
        “Capture Sappers as soon as they spawn and as often as you can on bottom half of the map.” Volskaya Foundry:
        “Capture bottom Turret Camp as soon as it spawns and as often as possible” “Capture the Support Camp as soon as the Turret camp is picked up, try to take this camp as frequently as possible.” With a little practice and patience, split-pushing and pressuring your opponents can become second nature. Be sure to check back in with us tomorrow for more of Midgame Moves week when we cover everything you need to know about Boss control with HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible.
      • By Stan
        Free Hero rotation has been updated for the week of July 17 and features Yrel!
        Free-to-Play Hero Rotation: July 17, 2018
        Raynor Muradin Sonya Nazeebo Uther Jaina Falstad Cassia Ana Lt. Morales Hanzo (Slot unlocked at Player Level 5) Alarak (Slot unlocked at Player Level 10) Chen (Slot unlocked at Player Level 15) Yrel (Slot unlocked at Player Level 20) (Source)
      • By Stan
        Blizzard today fixed a bug from July 10 that affected team compositions in Quick Match games.
        Placeholder for tweet 1017845167808659456 The latest Heroes of the Storm content patch went live earlier this week and with it a bug that lead to erroneous matchmaking in Quick Matches.
        Blizzard (Source)
        Hi everyone,

        We've just rolled out a fix in order to address this issue. Please let us know if you continue to encounter very unusual team compositions during your Quick Match games.

        Thank you!