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Oxygen

BlizzCon 2017 - Hanzo Hands-on Impression

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Oxygen had the chance to play Hanzo at BlizzCon 2017 and has listed his thoughts on the gameplay, design and viability of the hero. Hanzo is slated to be released December 4.

Abilities and Talents

Before going over our impressions of the hero, it's worth including a list of their abilities and talents. You can find all the information required in the spoiler tag below.

Spoiler

Abilities

  • [D] (Trait) Natural Agility (30-second cooldown): Target unpathable terrain or a Structure to jump to the other side of it.
  • [Q] Storm Bow (4-second cooldown): Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire.
  • [W] Scatter Arrow (8-second cooldown): Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit.
  • [E] Sonic Arrow (20-second cooldown): Fire an arrow that grants vision in a large area for 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move.
  • [R1] Dragonstrike (100-second cooldown): After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150 damage.
  • [R2] Dragon's Arrow (100-second cooldown): Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

Talents

Level 1

  • Target Practice (Quest): Hit every enemy hero with Hero with Storm Bow. Reward: After hitting every enemy hero once with Storm Bow, its range is increased by 30%. Reward: After hitting every enemy hero 3 times with Storm Bow, its damage is increased by 100.
  • Simple Geometry: Hit a hero with multiple arrows from the same Scatter Arrow cast 20 times. Each arrow hit after the second grants additional progress. Reward: Upon hitting terrain for the first time, Scatter Arrow creates 2 additional arrows.
  • Redemption: Every 2 basic attack within 10 seconds grants 1 Redemption, stacking up to 15. Dying decreases Redemption by 3, and Redemption can be lost even at maximum stacks. At 15 Redemption, gain 50% increased attack speed.

Level 4

  • Explosive Arrow: Upon hitting a Minion or Monster, Storm Bow deals 100% of its damage to enemies around its target.
  • Serrated Arrows: Scatter Arrow deals 250% damage to Minions, Monsters, and Mercenaries.
  • Ignore All Distractions: Basic attacks instantly kills Minions and increase Hanzo's basic attack range by 2 for 3 seconds.

Level 7

  • Shieldbreaker Arrows: Basic attacks and Storm Bow deals 300% bonus damage to shields on heroic targets.
  • Never Outmatched: Reduce Scatter Arrow's mana cost by 40, down to 20. Basic Attacks lower the cooldown of Scatter Arrows by 4.
  • The Dragon Hungers: Hitting heroes with Storm Bow increases spell power by 5% for 10 seconds, stacking up to 20%.

Level 10

  • [R1] Dragonstrike (100-second cooldown): After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150 damage.

  • [R2] Dragon's Arrow (100-second cooldown): Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

Level 13

  • Fleet of Foot: Hitting heroes with Storm Bow grants 10% movement speed for 6 seconds up to 30%.
  • Ninja Assassin: Hitting heroes with Storm Bow reduces Natural Agility's cooldown by 10 seconds. Additionally, hero takedowns reduce Natural Agility's cooldown.
  • Mounted Archery: Upon mounting, gain 30% additional movement speed for 5 seconds. Using Natural Agility instantly mounts.

Level 16

  • Flawless Technique: Hitting heroes with Storm Bow increases the damage of Hanzo's next basic attack within 5 seconds by 25%. Basic Attacks against heroes increase Storm Bow's damage within 5 seconds by 25%.
  • Piercing Arrows: Storm Bow and Scatter Arrow pierce, hitting an additional enemy. Additionally, Scatter Arrow can pierce through one additional enemy each time it ricochets.
  • Giantslayer: Enemy heroes hit by Scatter Arrow and basic attacks take 1.25% of their maximum health as damage.

Level 20

  • The Dragon Awakens: Hitting a hero with Storm Bow, Scatter Arrow or basic attack reduces the cooldown of Dragonstrike by 5 seconds.
  • Play of the Game: While in flight of up to 2 seconds after impacting a target, Dragon Arrow can be reactivated to teleport to its location and jump backwards. If used after impact, Hanzo shoots an arrow that deals X damage to each target.
  • Sharpened Arrowheads: Scatter Arrow limits the amount of armor heroes hit to 0 for 5 seconds.
  • Bullseye: Increase Sonic Arrow's speed and center radius by 100%. Additionally, heroes hit by Sonic Arrow's center are stunned for 1 second.

 

Hero Design

Hanzo is one of the two Heroes announced at BlizzCon 2017. He is an ability-focused, long-ranged Assassin that relies on pinpoint accuracy and environmental awareness to deal damage. His kit is an instantly recognizable and rather direct MOBA translation of his Overwatch skillset, as is the case for most Overwatch Heroes. It is worth noting that he cannot, however, deliver basic attacks while moving, something we have come to accept from Overwatch characters. His basic attacks are pretty strong but unusually slow for a ranged hero, starting at 0.67 speed, like Stukov. His sustained damage output is overall average. His health pool is also appropriately very limited.

Storm Bow (Q) is a two-part ability that first causes Hanzo to channel, causing him to be unable to attack but still able to move, and to ''aim'' towards your cursor's position. While in this state, which can be maintained indefinitely, the apparent range of the ability increases over the next 2 seconds to nearly double. Clicking or hitting the ability's hotkey once again releases a relatively fast projectile in the cursor's direction, dealing damage to the first target hit. If you've played Varus from League of Legends, you know exactly what to expect from this ability, except that the range isn't nearly as long as you'd hope it to be. The ability's damage is also (unintuitively, perhaps) completely independent from the channeling time, and the fact that it doesn't pierce by default (a level 16 talent allows it to do so) means that melee heroes end up being your main target for this one.

Scatter Shot (W) launches a tiny, long-ranged projectile that deals a trivial amount of damage to the first target hit. If this projectile hits unpathable terrain or a structure, it instead explodes to project fan of 5 new projectiles at an angle which damage the first unit they hit and will keep on bouncing off terrain and structures up to a maximum of 4 times. This ability would be quite unique if Junkrat's grenades didn't already use terrain to do something similar. The fact that Scatter Shot's doesn't pierce makes it difficult to use; you may find the right angle on a target that would be hit by multiple projectiles, but having something in the way can ruin an otherwise great shot.

Sonic Arrow (E) lobs an extremely slow arcing projectile which reveals a large area for 8 seconds upon landing. This effect also reveals stealthed heroes. If the projectile hits a unit, they take a bit of damage and the reveal circle instead "follows" that target for the duration. Reliably hitting an intended target was highly impractical, however, due to the projectile's really slow speed.

Dragonstrike (R1) causes Hanzo to channel towards the targeted area for 1.5 seconds. This area is not directly in front of him, but instead at a bit of an offset, meaning you could never hit heroes in melee range with this if you were to try (but probably shouldn't anyway). After 1.5 seconds, the iconic spirit dragons spawn and slowly creep forward to deal damage at a fast interval to anything near them, and about three times as much damage to enemies near the center of the area. This area is relatively thin, making this effect rather easy to sidestep even in smaller spaces. The expected Ryuugawa... ga teki... whatever-whatever Hanzo scream also warns you of the spirit dragon's impending apparition as a convenient reminder to all that they should probably move, not unlike Ragnaros' Lava Wave.

Dragon's Arrow (R2) fires a large arrow that moves quickly across the battleground, not unlike Sgt. Hammer's Blunt Force Gun. Upon hitting a hero, it deals a large amount of damage in an area around that hero and stuns all nearby enemies as well. The damage and stun duration scale at a set interval; hitting a hero close by does very little damage and stuns only for 0.5 seconds, whereas hitting a hero over a screen and two screens away respectively increase the damage and stun to more or less quadruple. It's impossible for me to not draw parallels with League of Legends' Ashe's own iconic ultimate ability here.

Natural Agility (Trait - D) causes Hanzo to jump above an unpathable piece of terrain or structure to land directy away from where the ability was cast. This one can't be used on terrain that was much larger than, say, two Diablos in size. I think I might just start using Diablo as a measure of game space from now on.

 

Impressions and Gameplay

If I could describe Hanzo's gameplay in a word, I'd probably have to go with disjointed.

I might just say something very unpopular here, but I've never been a fan of "imported" ability kits; to me, skills that were born in ARPGs and FPSs should probably remain there, unless tweaked beyond recognition to feel like they actually belong in a MOBA. I think something like Valla illustrates exactly what I mean: If I've always disliked Hungering Arrow and Multishot - two abilities initially created to be spammed in an ARPG environment at some outrageous rate against hundreds of monsters - for their gross simplicity, she, at, least, has the very MOBA-friendly Hatred to keep me interested, making her work for me. Hanzo, on the other hand, has no such thing; we are simply treated to a faithful yet dysfunctional port of the character that ends up feeling weird. Do I feel like an actual sniper when Storm Bow's range isn't much longer than that of most other abilities? Does Scatter Shot feel powerful when I can't target the floor to shotgun a nearby target due to the targeting limitations of a top-down game? Does jumping over a small wall every 30 seconds make me feel like an assassin seeking the perfect spot for a quick one-hit kill? No. None of this feels like Hanzo to me, which is really terrifying because Heroes of the Storm, we should never forget, is all about bringing these iconic characters to life in a MOBA. But what we got is Varus-Ashe-Legolas-McGeneric-Archer-Man, not Hanzo. This is a missed opportunity to have gotten way crazier with design.

To add to this, his abilities have no synergy with each other, making them feel thrown together without any real overarching design goal. Again, I want to blame the fact that the kit comes right out of an FPS, where skill synergy isn't nearly as important as in MOBAs to create appealing character gameplay.

Now that I've shared my general impression, I'm going to go over some of the things that stood out gameplay-wise.

Storm Bow was pretty difficult to use well, making hits satifying, but nothing too exhilerating like landing a headshot in Overwatch. I generally felt like Storm Bow dealt way too little damage for how long it had to be channeled, for how easy it was to avoid, and for the fact that it makes you unable to deliver basic attacks. The Flawless Technique level 16 talent (25% Storm Bow damage after using a basic attack) made it more reasonable. But right now, if you imagine a slower, shorter ranged, weaker hitting Chromie Sand Blast, you pretty much get Storm Bow. The short 4 seconds cooldown is worth noting, but the channeling time realistically made it more like a 6 seconds cooldown. I have the feeling that our devs didn't want Hanzo to fall in Chromie territories of arguably problematic design, but Storm Bow's range definitely feels off.

Scatter Shot was both fun and frustrating, if that's a thing. Fun, because I really liked the minigame involved in trying to land perfect 5-hit scatters against heroes. Frustrating, because that pretty much never happened. Let's put it this way: to get a good hit, your target needs to be close to a wall, but not too close nor in front of you, else they'll block the projectile, at the right angle, with nothing else between you and said wall. Much easier said than done. Moving your cursor just one pixel can completely change the angling of the shrapnels because of how "sensitive" the targeting is. But when it does work, it feels amazing... right? The damage is absolutely on the low side of things, making perfect hits cool, but nothing worth raving about. After a couple of games, I more or less ended up giving up on trying to get good hits and I'd just throw the thing in a semi-random fashion whenever I thought it might poke a few things. This is definitely not what I'd call a succesful implementation, which is a shame because the concept has potential.

Sonic Arrow was about as exciting to use as Lunara's Wisp.

Dragonstrike felt rather bland, though it did look amazing. I think the feeling of blandness is related to what I was talking about earlier. In an FPS, this ability makes sense as a novelty item and as a powerful ultimate: it passes through walls, travels through the entire battlefield, can surprise opponents from weird angles, and pretty much instantly kills anything it touches. It feels awesome because, to reiterate, in an FPS, it's not something you see often. In Heroes of the Storm, a MOBA, that's a completely different story; too much of the ability's depth has been lost in translation. It needs something because right now, it's a glorified Hyperion with a cast time that can't kill minions or hit structures. I'll say that it would be excellent for contesting boss captures, but so are most area of effect heroic abilities.

Dragon's Arrow also looked awesome and was frankly pretty fun to use. That's probably why every single MOBA out there has its own little version of the ability. The targeting reticle looked great and did a good job showing how the ability works with regards to its "growing" effect.

Natural Agility was probably the weirdest part of the entire kit. Besides the fact that it's a more situational (needs a wall or structure) version of Genji's Cybernetic Agility on twice the cooldown, using the thing just felt unresponsive. I think that part of the problem was that I couldn't easily gauge which environmental walls I was allowed to jump over. You also have to target near Hanzo and not where you're trying to land to actually trigger the jump, which is quite unintuitive. I wish Natural Agility could be used while channeling Storm Bow.

 

Balance and Viability

I'll keep this short: Hanzo brings very little to the table we haven't seen already, is difficult to play, and generally feels undertuned. Although Sonic Arrow is definitely on the strong side of scouting tools, other heroes don't have to give up an entire ability slot for a similar effect unless they're a Dryad that hits hard. I suspect Dragon's Arrow to be the heroic ability of choice because it actually felt rather powerful, and competes with something that wasn't all that good. His waveclear is poor, his siege/pve damage potential are both quite bad for an assassin, and he has no self-sustain (forget solo laning here), meaning he can't round off a team composition like a lot of other assassins can if you need some of the aforementioned niches filled.

 

Conclusion

Hanzo's skillset translates poorly into the MOBA genre. He feels undertuned numbers wise, and the fear of creating another Chromie has greatly limited the range of Storm Bow. His overspecialized kit makes him difficult to fit into a lot of team compositions.

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Almost none of this surprised me after reading the abilities and talents descriptions. Scatter arrow looks ridiculously hard to pull off. I am surprised about storm bow's review though. Well, they have an entire month... we'll see if that means anything.

I also noticed he has no talents for sonic arrow except 20. Probably need to adjust an ability if you can't even add talents for it.

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28 minutes ago, Warper said:

I also noticed he has no talents for sonic arrow except 20. Probably need to adjust an ability if you can't even add talents for it.

It's the WispWisp effect.

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11 hours ago, Oxygen said:

Let's put it this way: to get a good hit, your target needs to be close to a wall, but not too close nor in front of you, else they'll block the projectile, at the right angle, with nothing else between you and said wall. Much easier said than done. Moving your cursor just one pixel can completely change the angling of the shrapnels because of how "sensitive" the targeting is. But when it does work, it feels amazing... right?

I guess that is what we could call "Simple Geometry" (funny because he has a talent with this name). Maybe this Scatter Arrow has more value in very enclosed spaces, where you're more likely to hit when the arrow splits? Or maybe as just a waveclear tool because of "Serrated Arrows" at level 4.

But still, Hanzo has some pretty "in paper" broken talents, like "Ignore All Distractions" (insta-kill minions, wat) and "Shieldbreaker Arrows" (Storm Bow and Basic Attacks deal 250% shield damage, double WAT). Sure, he has very slow attack speed, but still. A talent that instantly kills minions on level 4? And one deals 250% shield damage on level 7? DAMN.

Anyway, I can't WAIT for your impressions on Alexstrasza, Mr. Not-Duck-Anymore-But-Now-Ethereal-Man. (Also, please check if she has a /dance command while in her dragon form)

Quote

I think I might just start using Diablo as a measure of game space from now on.

Well, the developers use Uther for scale, so you could do it your way and use Diablo, haha.

Edited by Valhalen

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1 hour ago, Valhalen said:

Maybe this Scatter Arrow has more value in very enclosed spaces

You'd think it would, but the initial projectile has to reach a wall, which can be awkward. Summons are annoying.

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1 hour ago, Oxygen said:

You'd think it would, but the initial projectile has to reach a wall, which can be awkward. Summons are annoying.

The projectile doesn't scatter unless it hits a wall?

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Well, if you think Hanzo's purpose is to be useful/enjoyable to play, you are wrong.

He excels at a) being cancer (in whatever sense it is used), and b) make his team butthurt the moment he is picked. 

I see his true purpose translates to hots perfectly.ggwp

Edited by Jonar
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2 hours ago, Jonar said:

Well, if you think Hanzo's purpose is to be useful/enjoyable to play, you are wrong.

He excels at a) being cancer (in whatever sense it is used), and b) make his team butthurt the moment he is picked. 

I see his true purpose translates to hots perfectly.ggwp

Damn, that's meta. Well done.

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Your review mirrors a lot of what I had already been afraid of when reading his introduction/watching his spotlight... another lack luster champion it seems. Sad!

Edited by nie7e

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On 11/17/2017 at 3:17 PM, nie7e said:

Your review mirrors a lot of what I had already been afraid of when reading his introduction/watching his spotlight... another lack luster champion it seems. Sad!

Aye. They simply buffed his numbers a bit; no changes. I expect sub-40% win rates.

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      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] No longer deals reduced damage to Summons. Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
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