Stan

Balance Update Patch Notes: Nov 1

18 posts in this topic

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Blizzard released a new patch today with Hero changes and various improvements to the game.

Blizzard LogoBlizzard (Source)

Design

Stealth

  • Bouncing or chaining abilities (Chain Lightning, Shadow Dagger, etc.) will now bounce to targets that are outside allied vision.

Heroes

Assassin

Junkrat

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Stats

  • Base Maximum Health increased from 1273 to 1350
  • Health Regeneration increased from 2.7 to 2.8

Abilities

  • Frag Launcher (Q)
    • Damage increased from 117 to 128

Talents

  • Level 4
    • Taste for Explosions (Q)
      • Damage decreased from .75 to .5 per hit, maximum damage decreased from 150 to 100
    • Bonzer Hits (W)
      • Bonus damage increased from 30 to 40%
    • Gotta Trap 'Em All (E)
      • Heroes hit requirement reduced from 8 to 7
  • Level 7
    • Sticky Wicket (E)
      • Slow duration increased from 3 to 3.5 seconds

Raynor

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Abilities

  • Adrenaline Rush (E)
    • Cooldown reduced from 40 to 30 seconds

Talents

  • Level 4
    • Relentless Leader (Passive)
      • Cooldown reduction of Adrenaline Rush decreased from 15 to 10 seconds

Tychus

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Stats

  • Basic Attack Damage increased from 44 to 48

Abilities

  • Overkill (Q)
    • Primary Damage increased from 43 to 46
    • Secondary damage increased from 21 to 23

Valla

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Abilities

  • Hungering Arrow (Q)
    • Primary damage reduced from 151 to 140
    • Secondary (bounce) damage reduced from 86 to 80

Talents

  • Level 1
    • Caltrops (E)
      • Time required at 10 stacks of Hatred to unlock reward reduced from 180 to 160 seconds

Zul'jin

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Abilities

  • Guillotine (R)
    • Cooldown increased from 30 to 40 seconds

Talents

  • Level 1
    • Boneslicer (Q)
      • Mana refund increased from 10 to 15
  • Level 4
    • Voodoo Shuffle (Active)
      • Cooldown and Mana cost reduction increased from 33 to 40%
  • Level 7
    • Ferocity (Passive)
      • Attack speed bonus increased from 35 to 40%
    • Vicious Assault (Q)
      • Damage bonus increased from 30 to 35%
  • Level 13
    • Eye of Zul’jin (Passive)
      • Movement speed per stack increased from 3 to 6%
        • Cap remains at 30%

Specialist

Azmodan

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Abilities

  • General of Hell (D)
    • No longer grants additional Minion & Mercenary Health
    • Minion & Mercenary damage increased from 15 to 25%

Talents

  • Level 1
    • Sieging Wrath (Q)
      • Damage per player hit reduced from 4 to 3
      • Damage needed to unlock quest reduced from 100 to 90

Zagara

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Abilities

  • Nydus Network (R)
    • Charge cooldown increased from 60 to 100 seconds

 

Support

Kharazim

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Talents

  • Level 1
    • Iron Fists (Trait)
      • Movement Speed bonus reduced from 30 to 25%
    • Transcendence (Trait)
      • Added Functionality:
        • Now also grants Kharazim 25% Movement Speed on the third punch
    • Insight (Trait)
      • Added Functionality:
        • Now also grants Kharazim 25% Movement Speed on the third punch

Stukov

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Stats

  • Base Maximum Health increased from 1590 to 1682
  • Health regen increased from 3.31 to 3.5 

Warrior

Garrosh

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Talents

  • Level 16
    • Earthshaker (E)
      • Stun duration decreased from .75 to .6 seconds

Leoric

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Abilities

  • Entomb (R)
    • Cooldown reduced from 60 to 50 seconds

Talents

  • Level 4
    • Kneel Peasants! (Q)
      • Damage bonus to Minions increased from 75 to 100%

Muradin

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Abilities

  • Storm Bolt (Q)
    • Mana cost decreased from 50 to 45

Talents

  • Level 4
    • Sledgehammer (Q)
      • Bonus damage increased from 300% > 350%
  • Level 7
    • Skullcracker (Passive)
      • Damage bonus increased from 60 to 70%
    • Heavy Impact (E)
      • Adjusted functionality:
        • Now slows enemies by 80% for .75 seconds

Bug Fixes

Heroes, Abilities, and Talents

  • Kerrigan: Triggering the Double Strike Talent after learning Fury of the Storm will no longer cause the next Basic Attack to deal more than the intended amount of cleave damage to secondary targets.
  • Muradin: After learning Thunder Burn, Thunder Clap will no longer fail to fire a second time if an enemy was struck by the outer-edge of the initial cast’s area of effect.
  • Muradin: Fixed an issue causing Muradin’s Second Wind Trait and Third Wind Talent to restore less than the intended amount of Health.
  • Nazeebo: The Superstition Talent’s visual effects will no longer persist after Nazeebo is killed.
  • Zul’jin: The Troll’s Blood Talent will now correctly restore 10% of Zul’jin’s maximum Mana when Regeneration channeling completes.

User Interface

  • Draft Mode: Fixed an issue that prevented players from selecting the Garden Shambler Murky Skin in draft lobbies.

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26 minutes ago, Orshova said:

Looks like they gave muradin the Varian treatment. 

My exact thoughts. It is fair, though. That Dwarf Toss > Storm Bolt stun combo was very broken.

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53 minutes ago, Valhalen said:

My exact thoughts. It is fair, though. That Dwarf Toss > Storm Bolt stun combo was very broken.

Yeah. He was quickly becoming extremely contested at the weekend's HGC games, and it was easy to see the reasons why. He should still be very strong, especially considering Garrosh's nerf to his level 16 stun talent too. 

Personally keeping an eye on how Kharazim does now with the speed buff made baseline for all level 1 talents. Iron Fists was taken a lot of the time purely for a reliable way to be able to keep up with anyone, not strictly the damage itself. He should be a lot more potent now on paper with more situations for even Transcendence to be useful (am thinking against double support comps that lack blinds).  

Leoric buffs creeping up there too! 

Edited by Plergoth

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well,i dont know why they're still buffing stukov even if its small buff.. he's still the best sup in meta and needs more nerfs

and about junkrat.. well we wanted more damage from (Q) but actually they didnt do anything by buffing (Q)'s base damage and nerfing level4(Q)'s talent which most of people take.

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3 hours ago, Stan said:

Earthshaker (E)

  • Stun duration decreased from .75 to .6 seconds

 

Thank god, in the german translation it said it was increased from .75 to 1,75. That would not have been broken at all ....
 

21 minutes ago, Dejo93 said:

They really want that AA Zul'jin, don't they?

So do I, the old one, prepatch. Me not like new troll.

And about those Junkrat changes - Meh. Don't really feel like those are going to help at all. Maybe he can survive 1 or 2 combos now that would have killed him earlier but let's be honest, soon as they catch you, Junkrat is dead anyways and since his damage in the late game did not get any better I think his winrate won't change.

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The base damage of Q scales with level while quest damage is just additive and not scales. This way on paper is a good buff on him he does more damage than before.

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2 hours ago, Hanz39 said:

The base damage of Q scales with level while quest damage is just additive and not scales. This way on paper is a good buff on him he does more damage than before.

can confirm, this is a noticeable buff to his Q damage, even when taking the nerfed talent.

I still think his kit is a bit weak at a base level - imo the really need to reduce setup time for the trap, and/or divide his mine damage into 2 charges to boost his mobility/self peel. something to stop him from just evaporating in every fight involving a dive assassin of any kind...

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4 hours ago, MZLICH said:

well,i dont know why they're still buffing stukov even if its small buff.. he's still the best sup in meta and needs more nerfs

Last big patch really tuned him down a lot, and it reflected in his win rates, sliding near the bottom overall and the worst performing Support recently. He can be good in the right hands and comp, but is less capable of doing a bit of everything except Cleanse and fixing the kitchen sink. I have to disagree he's the best support in the meta when double support is so prevalent and he's not really a priority pick in those. Before he gets anymore changes, nerfs, buffs or otherwise, something has to be done to bring back some kind of indicator for his Pathogen on allies to be shown again; no one except Stukov can see the timers above people's heads and it can be and often is extremely unreliable to rely on your team mates to know what to do and to spread the virus to others who don't have it in solo queue or casual play. Once that is addressed, I will pick him up again, as there's simply better options right now. 

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2 hours ago, Plergoth said:

something has to be done to bring back some kind of indicator for his Pathogen on allies to be shown again; no one except Stukov can see the timers above people's heads and it can be and often is extremely unreliable to rely on your team mates to know what to do and to spread the virus to others who don't have it in solo queue or casual play.

Yeah, I totally agree with this statement about Stukov's pathogen. Infact I always forget when playing Stukov that only I can see the timer's over my allies heads for the heal. It seems really stupid to me that all allied teammates can't see that timer above their heads too just like Stukov can. You would think that would just be an obvious thing that would happen that they would have visible to everyone. Rather then that slight green glow on them that little to no one will notice is there to show they have it. So yeah, this should have been fixed after week one of Stukov coming to the Live servers. It seems like an easy but very impactful fix to help with the way he works. And explains why so many people just run off away from Stukov and each other when you put the virus on them. Because they have no idea that they even have it on them to begin with. And other then the big jump in their health when you pop the virus they don't know you've even healed them any otherwise. My friends are always acting like I didn't heal them any when using Stukov unless they see that big jump in HP from the Kill Switch. Cause they can't see any other obvious way to know like I can when using him. It's truely ridiculous. And I'm glad someone else thought to bring this up. Cause it's something I keep forgetting is a real issue.

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i mean yes,they nerfed him but he still has the best healing and i still use him on hl and hes prefect

his Q is ok if u judge between lili and stukov's Q(lili heals for small amount of heal but stukov heals more but overtime)  n maybe stukov win it since his Q splits between others and you can't select target for lili's healing! and..

we usually dont use Q itself.. we use Q+D combo which is horrible! its something like this:

how to cast Ancestral Healing(rehgar's ult) on all allies without much coldowns:

pick stukov.cast Q on an ally.wait about 2secs.press D. and you have a full health team :)

and about his E: im 100% sure! its the best basic *damaging* ability which supports ever had! silence and damage enemies in large area till anytime you want! 

im sure hes the best since i was testing all of supports during these 2 weeks. you should do this too to see hes a overpowered healer who got much damage too and has great abilities

 

Edited by MZLICH

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Loving those specialist nerfs! Azmodan's General was always a pain the Az to deal with and Zagara will now be easier to capture. (Don't have use master ball so easily!) 

Raynor's buff really did nothing to benefit him, but I'm glad to see Blizzard hasn't forgotten the poor chap. Tychus, on the other hand, got some great buffs to his damage.

Valla nerf has been a long time coming and that shouldn't surprise anyone. Same with Garrosh, but I was hoping they had done some more nerfs to him.

I saw that Kharazim change on the Heroes Of The Storm reddit page recently. Nice to see Blizzard listen to the fans. Maybe it had nothing to do with the change, but I like to think Blizzard trusts its fans more on these things.

And Leoric, well, what can I say?

Edited by Fliits

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7 hours ago, MZLICH said:

i mean yes,they nerfed him but he still has the best healing and i still use him on hl and hes prefect

im sure hes the best since i was testing all of supports during these 2 weeks. you should do this too to see hes a overpowered healer who got much damage too and has great abilities

This is the problem with all balancing debates... "I still use him on HL and he's perfect". What league, do you draft him always or when you team works with it, I doubt he's perfect if your team is 5 melee because you take him...

He's not at all over powered. You rant about the ancestral, but this requires your team to still spread it. That's also his only heal/negation on a single CD and has to have a quest done, which isn't easy if it's a large 3 lane map to pop enough without purely spamming it, which you can't do unless it's a double support or you put your whole team at risk while rushing it.

Point is, he's balanced even with the "ancestral" and you being perfect is an oddity, not a fact of him being top tier above all.

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10 hours ago, Plergoth said:

something has to be done to bring back some kind of indicator for his Pathogen on allies to be shown again; no one except Stukov can see the timers above people's heads and it can be and often is extremely unreliable to rely on your team mates to know what to do and to spread the virus to others who don't have it in solo queue or casual play.

 

8 hours ago, CyberDVonaven said:

It seems really stupid to me that all allied teammates can't see that timer above their heads too just like Stukov can. You would think that would just be an obvious thing that would happen that they would have visible to everyone. Rather then that slight green glow on them that little to no one will notice is there to show they have it.

As a Stukov main, I totally agree that it would be good if other players could see the timers so they would be able to spread Healing PathogenHealing Pathogen more efficiently to the rest of the team. However, I think that having a big timer over other players' heads would end up being a nuisance, since each player already has their own buffs and mechanics to pay full attention to; having another gimmick such as a big ass green timer over their heads could be a problem more than a solution, because they might freak out ("OH MY GOD, it is on me. I HAVE TO SPREAD."). And I think Blizzard knows that.

As Stukov, it is your job to position yourself the best as possible to spread the Pathogen. If you have enough communication, it helps a lot. But even when not using voice chats, it is not that hard. I usually pop Pathogen on myself and move towards other players to spread it; I found that to be the best strategy in QM. And it is not that dangerous since the spread radius is quite large, so if you position yourself well enough, you can spread it to everyone without putting yourself at risk. In other cases, I pop it on a frontline and/or diver, as they will charge ahead while the Pathogen spreads to the backline.

The HoT effect and green glow is quite enough for the ally to know they have the Pathogen, to be honest. If you're playing with someone who knows that, they will aid in the spreading. I think Blizzard could add a timer if it was very very small, so it doesn't interfere with the other characters UI. Or maybe they could just make the green glow more evident (more "glowy"?).

8 hours ago, MZLICH said:

im sure hes the best since i was testing all of supports during these 2 weeks. you should do this too to see hes a overpowered healer who got much damage too and has great abilities

As much as I love playing him, I wouldn't say he is THE BEST HEALER OF ALL. But he is definitely Core Tier material due his healing output and utility, and he is absolutely fantastic in the Double Support Meta, specially when paired with Ana specced for Biotic GrenadeBiotic Grenade. With the healing buff, Bio-Kill SwitchBio-Kill Switch heals absurdly high.

The thing is: most people are too shy to play Stukov; he doesn't have the right tools to go melee, but he shouldn't be afraid to throw a slap here and there, because the Admiral HITS HARD (200 Basic Attack on level 1 is amazing). One slap sometimes can make all the difference.

I'm gonna leave this video here again, so you can understand:

 

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On 11/2/2017 at 12:57 PM, Valhalen said:

I'm gonna leave this video here again, so you can understand

Thank you for bringing this back into my life.

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On 11/2/2017 at 11:58 AM, SociKraft said:

What the hell, no Chromie buffs and Malthael nerfs, something is wrong here.

Chromie needs an auto-target Q IMO. No more skillshot, just tracked, fast moving object.

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      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!