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Balance Update - March 28

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The first big balance patch since Probius entered the Nexus, today's changes see both Cho and Gal getting buffed, Varian getting more hyper-mobile, Probius with a bunch of tweaks to make him a bit more powerful and fun to play, and plenty more changes. In case these new additions to the Nexux' most recent Hero are enticing you to play him, you can also check out our Probius build guide.

Blizzard LogoMarch 28 (source)

Heroes

Assassin Multi-Class Specialist Support Warrior
Gall Varian Murky Tassadar Arthas
Ragnaros   Probius   Cho
Tychus       Leoric

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Assassin

Gall

Divider_Hero_Gall_crop.png

Abilities

  • Shadowflame (Q)
    • Damage from 125 to 135

Talents

  • Level 1
    • Keep Moving (Z)
      • Increased Movement Speed duration increase from .5 to 1 second
  • Level 4
    • Double Back (W)
      • Bonus damage to non-heroic targets increased from 100 to 200%
  • Level 20
    • Psychotic Break (Passive)
      • Now allows the use of Gall’s Heroic Abilities.
Developer Comments:  We have been actively reading the feedback for our friendly Ogre and cross-referencing it with our internal statistics. We are seeing great talent diversity and are happy with the new design, but feel that we can inject a bit more power into the duo. Today’s changes are focused on increasing Cho’s self-sustain and injecting a bit more damage into both ogres.

 

Ragnaros

Divider_Hero_Ragnaros_crop.png

Stats

  • Basic Attack damage decreased from 180 to 171

Abilities

  • Empower Sulfuras (Q)
    • Damage decreased from 201 to 191
  • Sulfuras Smash (R)
    • Cooldown increased from 60 to 80 seconds

Talents

  • Level 13
    • Resilient Flame (Passive)
      • Cooldown increased from 10 to 15 seconds
      • Armor bonus decreased from 50 to 40
 

Tychus

Divider_Hero_Tychus_Crop.png

Abilities

  • Minigun (D)
    • Damage increased from 2 to 2.5% Max Health

Talents

  • Level 4
    • The Bigger They Are (D)
      • Damage threshold decreased from 40 to 35% maximum Health

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Multi-Class

Varian

Divider_Hero_Varian_crop.png

Stats

  • Base Health increased from 2150 to 2322
  • Base Health Regeneration increased from 4.48 to 4.84

Abilities

  • Taunt (R)
    • Health bonus reduced from 40 to 30%

Talents

  • Level 4
    • Warbringer (E)
      • No longer increases the slow amount of Charge
      • Cooldown reduction increased from 6 to 8 seconds
  • Level 13
    • Juggernaut (E)
      • Damage reduced from 5 to 4% of a Hero’s maximum Health
Developer Comments:  We think pushing the cooldown of Charge after taking Warbringer from 6 to 4 will push it further into the hyper-mobile style of gameplay that we want.  We removed the additional slow since it didn’t add much to actual gameplay (most people didn’t move when they were slowed).  Now Warbringer Varians will be zipping around the battlefield applying slows at a high frequency.  By increasing Varian’s base Health but lowering Taunt’s Health bonus, Twin Blades and Colossus Smash will have about 8% more Health through the game, while Taunt will only have a little more Health before 10.

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Specialist

Murky

Divider_Hero_Murky_Crop.png

Talents

  • Level 1
    • Egg Hunt (D)
      • Cooldown reduced from 6 to 3 seconds
    • Fish Eye (D)
      • Vision bonus increased from 200 to 300%
  • Level 4
    • Tufferfish (W)
      • Bonus damage increased from 35 to 50%
  • Level 7
    • Slippery When Wet (E)
      • Movement Speed bonus increased from 40 to 50%
      • Now also reduces the cooldown of Safety Bubble by 2 seconds
  • Level 13
    • Fish Tank (Passive)
      • Armor duration increased from 2 to 3 seconds
  • Level 16
    • Wrath of Cod (W)
      • Damage increased from 10 to 15% of maximum Health
Developer Comments:  These tuning changes were made to add a greater variety of viable Talent builds.  Overall each of these Talents weren’t performing to Murloc-Standard-Efficiency (MSE), so they’ve been buffed up to regulations.


Probius

Divider_Hero_Probius_crop.png

Abilities

  • Worker Rush (Z)
    • Cooldown reduced from 40 to 30 seconds
    • Now automatically activates when Probius is in the Hall of Storms
  • Warp in Pylon (D)
    • Cooldown reduced from 14 to 12 seconds
  • Warp Rift (W)
    • Range increased by 15%
    • Slow amount increased from 20 to 25%
  • Photon Cannon (E)
    • Damage increased from 95 to 105
    • Duration increased from 11 to 13 seconds
  • Null Gate (R)
    • Range increased by 12%
    • Cooldown decreased from 40 to 30 seconds

Talents

  • Level 4
    • Turbo Charged (Z)
      • Cooldown reduction reduced from 20 to 10 seconds
  • Level 13
    • Aggressive Matrix (D)
      • Damage bonus increased from 20 to 25%
    • Shield Battery (D)
      • Shield amount decreased by 13%
  • Level 16
    • Interference (W)
      • Duration increased from 3 to 5 seconds
    • Quantum Entanglement (W)
      • Duration decreased from 3.5 to 3 seconds
Developer Comments:  We’re making several small tweaks to Probius across the board, largely to make him a little more powerful and, more importantly, more engaging to play.  Many of his abilities have had small tweaks to them to make them more usable, and we’re buffing the damage and duration of his Photon Cannons to make them more threatening.

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Support

Tassadar

Divider_Hero_Tassadar_Crop.png

Abilities

  • Plasma Shield (Q)
    • Duration reduced from 8 to 5 seconds
    • Life leech increased from 20 to 30%
  • Archon (R)
    • Damage reduced from 175 to 166
    • Splash damage reduced from 87.5 to 83

Talents

  • Level 1
    • Khaydarin Resonance (Q)
      • 15 Regen Globe quest
        • Bonus Shield amount increased from 15 to 20%
      • 30 Regen Globe quest
        • No longer increases duration of Plasma Shield
        • Now lowers the cooldown of Plasma Shield by 3 seconds
  • Level 4
    • Khala’s Embrace (Q)
      • Bonus life leech increased from 40 to 50%
  • Level 20
    • Shield Battery (Active)
      • Cooldown reduced from 75 to 60 seconds
Developer Comments:  The duration on Plasma Shield has always matched the Cooldown, but we are ready to try separating them. Enemy teams will now have a small window of time to deal meaningful damage between Shield applications (unless Tassadar fully unlocks Khaydarin Resonance). Since he is currently over-performing we are also looking to bring down the damage of Archon slightly.

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Warrior

Arthas

Divider_Hero_Arthas_Crop.png

Stats

  • Physical Armor decreased from 15 to 10

Talents

  • Level 16
    • Remorseless Winter (E)
      • Root duration from decreased from 1.75 to 1.25 seconds
Developer Comments:  We’re happy with the performance of Arthas, particularly as a capable solo-warrior that brings something unique to the team with Frozen Tempest. We’ve added a lot of power to this ability, so we’re reducing his Physical Armor from 15 down to 10 to better enable enemy heroes to get more value by poking him down. We’re also reducing the Root duration of Remorseless Winter to be more in line with similar effects.
 

Cho

Divider_Hero_Cho_crop.png

Stats

  • Basic Attack damage increased from 120 to 130
  • Cho’s Basic Attacks now apply and refresh Consuming Blaze 

Abilities

  • Consuming Blaze (W)
    • Healing amount increased from 30 to 40
    • Basic Attack reapplication on Heroes now extends to all targets currently affected by Consuming Blaze
  • Upheaval (R)
    • Damage increased from 100 to 175

Talents

  • Level 1
    • Fuel for the Flame (W)
      • Minion quest reward increased from .2 to .3% amount healed
      • Hero quest reward increased from 2 to 3% amount healed
  • Level 13
    • Runed Gauntlet (Passive)
      • Heroic Cooldown Reduction per Basic Attack increased from .5 to .75 seconds
Developer Comments:  See Gall’s dev comments.

 

Leoric

Divider_Heroes_Leoric_Cropped.png

 

Stats

  • Basic Attack damage increased from 138 to 150

Abilities

  • Skeletal Swing (Q)
    • Damage increased from 116 to 125

Talents

  • Level 16
    • Renewed Swing (Q)
      • Bonus swing damage increased from 50 to 80%
Developer Comments:  All shall suffer.

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Bug Fixes

General

  • Season 3 reward portraits have been updated to read “2016” instead of “2017”.
  • Fixed an issue that could cause players to stall when Zarya was affected by certain attack speed modifiers. 

User Interface

  • The observer user interface will now display Core health on Towers of Doom as raw numbers instead of as a percentage.
  • Fixed an issue that could cause the observer user interface to fail to show Heroic ability cooldowns.
  • Fixed several minor issues with button alignment and questing talent indicators in the observer user interface. 

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    The nerf to Tassadar is actually quite significant. While it won't truly effect his top end play on well coordinated engages, it does make him harder to execute in hero league with randos that might wander back and forth a couple times before diving.

    I think Varians are really well thought out. No big change to the overall play since taunt is still most important and they didn't really nerf anything to it. As we all predicted, who cares about a larger slow, slow is slow. Doing that more often does matter.

    Rag: Finally they nerfed sulfuras smash, and doing it in cooldown is perfect. It is a high-risk ultimate with really good reward, but at 1 minute it wasn't risky enough. You burned it early in every team fight or even just to secure a single pick. 20 seconds is just enough to make that a thought.

    Tychus is back to chewing up and spitting out Diablo all over again...

    Will this finally be enough to fix Cho'gall?! No, no it won't.

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    Honestly surprised they have left Anub alone after reducing the armour on Arthas, I'm playing the bug a lot, even against teams that aren't necessarily mage heavy, and coming out on top on a lot of team fights. Acid Soaked Mandibles at 13 reminds me of Xul's autos at his launch; far too powerful for the amount of uptime on it. 

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    1 hour ago, Laragon said:

    Will this finally be enough to fix Cho'gall?! No, no it won't.

    Yeah, it won't... But give it time. The Hour of Twilight is coming.

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    cho'gall: good try. at least the sustain is buffed slightly more but even the pre-rework cho'gall was tankier (late-game). -

    Ragnaros: well-deserved, proper nerfs. +

    Tychus: Poor guy chewing his cigar. The range is still gone, but these buffs will surely help him. +

    Varian: The extra slow was redundant. The reduced cooldown however is really nice. 4 seconds will make it into a Dive (Illidan) for bruiser Varian. Also, more health means more % based selfhealing. Let's bring those awesome damage builds up to par Blizzard! +

    Murky: Since they buffed the least picked (or worst performing) talents, I don't think he will be up to MSE-regulations. Glad he's not OP anymore though. -

    Probius: cannons buff, but they didn't buff the range. Area buff to prime damage source, good job. I will still be annoyed if I have a Probius on the team. Will the buffs help? -

    Tassadar: Nerfing the shield duration and 'forcing' you to take the quest to counter that is a good thing IMO. More leech further increases his role as the Autoattack dive support. Tracer, Illidan, Valla, dualwield Varian (rofl). Let's be real, those shields didn't last long anyways when you dove into the enemy. Good call Blizzard. +

    Arthas: Needed a small nerf to survivability. Good small nerf. +

    Leoric: this self-resurrecting, tank-bruiser-ish swinger could indeed use a little bit more extra damage to make up for the fact that he has such brittle bones. All shall suffer indeed. +

    Edited by Skyewalker

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        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.