Jump to content
FORUMS
Sign in to follow this  
Stan

Developer Insights: Double Support Team Compositions

Recommended Posts

MW2GSH3CUPG11511824767264.jpg

In this week's balance patch, Blizzard is making adjustments to Support Heroes to eliminate the prevalent double Support team compositions.

Quote

"It's possible that double Support has always been the "best way" to play, and the community has been trending in this direction for a while."

TL;DR:

Starting November 28:

  • Support Heroes will have a weaker wave clear.
  • The Damage / Healing Done / Health of Support Heroes will be decreased by ~5%.

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

The official blog post below offers reasoning behind all the changes.

Blizzard LogoBlizzard (Source)

Over the last several months we’ve seen double Support team compositions become more and more prevalent in all levels of play, including esports. While we think this is an okay strategy to see some of the time, we are currently seeing too much of it and will be making some tuning and design changes going forward to address its over-prevalence.

Before diving into the specific changes and reasoning, we'd like to provide some context on double Support and our current stance:

  • We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support. They need to be paired alongside a healer. This is totally fine! We are perfectly okay with these characters showing up in double Support comps (because otherwise they wouldn’t have a team composition they fit in).
  • We are mostly trying to move away from the “double healer” team compositions that we are seeing so commonly. Like everything, double healer is okay in moderation, we just don’t want this to be a common strategy that doesn’t care about map, enemy team composition, etc.
  • Most team compositions right now are setup as the following:
    • A tank for your primary front line
    • A bruiser or second Warrior as a secondary front line
    • A healer to keep your team alive
    • This leaves 2 spots on a team, and with one of those commonly being occupied by another healer or Support, it means we only see one Assassin. This also forces Assassin picks to be into a smaller subset of ‘hyper carries’ such as Valla or Greymane. While these characters are cool, we really want to create some space for Mages and other characters to shine as well.

Along with the above, we wanted to touch on why we think we’re seeing double Support more now than in the past:

  • About a year ago we introduced a new Armor system. This system ultimately made a lot of Warriors more efficient heal targets, and we mentioned that we planned to go through and remove some healing from Supports when we first implemented the system. This is a change we never ended up doing, so we’re looking at taking care of it now.
  • We’ve also been going through all our characters and trying to focus them with specific strengths and weaknesses. While this goal is important to make sure that all characters feel and play in a unique way, it’s also likely made double Support more powerful. Uther, for example, has the weakness of being an inefficient long-term healer, but can prevent tons of burst and keep allies alive during critical moments. If you pair him with someone like Lúcio or Auriel (healers with high efficiency) then you get the best of both worlds; you can prevent burst and out sustain the enemy team. Essentially these healers have more powerful strengths and complement each other’s weaknesses.
  • In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

So, with all of that in mind, over the last several months the Live Design team has been debating how to address this:

  • If we nerf healing numbers, do we just see teams bringing two Supports more often to have enough healing?
  • If we buff healing numbers, can you make due with a single Support, and potentially see less double Support?
  • Should we be buffing a group of characters that we already feel are pound-for-pound more powerful than other characters?

While we’re still actively debating the best solves, we wanted to take a crack at this, so we have a number of changes hitting the Nexus soon.

Here is a general list of changes we’re making to Support Heroes:

  • Weaken wave clear:
    • Cutting a handful of talents such as Lightning Bond on Rehgar
    • In general, making it so wave clear on Supports is worse. This should be an understood handicap for running multiple healers.
    • Your team will have slower lane rotations and less ability to quickly take jungle camps while efficiently soak lanes
  • Decrease Damage by 5%~:
    • This will also help reduce wave clear slightly.
    •  Bringing two healers will mean your team is giving up more damage, hence having less kill potential.
  •  Decrease Healing by 5%~:
    • This will help address the addition of Armor and will simply pull a little bit of healing out of the game.
  • Decrease Health by 5%~:
    • Certain Supports are unusually tanky for being ranged backline characters. Also factor in that they can heal themselves, and they end up being very difficult for the enemy teams to focus fire down.
    • With slightly reduced health pools, we want to put some emphasis back on focusing these healers.

Individually, each of these changes are small. However, we feel the sum of these changes could have a meaningful impact on the meta. We’ll be reading your feedback, playing, and looking to data to see the results of this. We may be making more changes in the future if this doesn’t do enough.

Before closing, we wanted to take a few moments to provide some context around making sure our Healers still feel awesome:

  • We will continue to do talent reworks and Hero updates to all characters, including Supports.
  • We feel that adding interesting “mini-games” for characters to play can create rewarding and challenging gameplay moments. If you’ve had a chance to play Ana, she can have very high highs, and very low lows. While we’re not going to suddenly make a bunch of our healers skillshot based, we have learned a lot from Ana and will be iterating on things moving forward.
  • Speaking of Ana, and more recently Alexstrasza, healers that have a hard time healing themselves push players into double Support strategies more often. Moving forward, this is also something we’ll be looking at. For Ana specifically, we’re exploring adding a self-healing mechanic to her trait, Shrike. While these updates won’t be a part of this initial release, it is something we’re working hard towards.

Thanks for taking the time to read this and hopefully this has provided some context for the massive number of tweaks we are making. As always, we look forward to reading your discussions and seeing you all play with this in the live game.

    - The Heroes Live Team

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites

"Fixed an issue that sometimes caused players to draft Support heroes." 

I feel as though the 5% nerf across the board as well as other upcoming changes such as the stealth rework are too sweeping and general, and that various heroes will eventually get revisited for a numbers and talent pass, particularly when it comes to differences in kit and roles. Rehgar, for example, was changed to be more like his current iteration after the devs decided he was being taken too much as a backline healer caster; with this nerf, he will go even further back to this old way of being a backline hero, too squishy and not enough damage to do anything meaningful, except that he will be worse off due to the nerfs to Ancestral, the range on Chain Heal and so on, while being in competition with other supports, both old and new, where any differences in effectiveness will be all the more important. That's just one example of how odd some of these changes truly are in terms of swings and roundabouts. 

I'm holding hope that things will feel a lot better once it hits live and there'll be more talent diversity and more varied comps, but overall, I'm just hoping that I'm not deadweight to my team playing something like Tyrande. 

Edited by Plergoth
  • Like 2

Share this post


Link to post
Share on other sites

The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

Edited by gamerk2

Share this post


Link to post
Share on other sites

Seems blizzard just likes to destroy any strategy, any playstyle, anything which is successful  to make game balanced! Well I don't know how long I can deal with these crap updates.. 

Share this post


Link to post
Share on other sites

Wont lack of healing just encourage people to play doube supp? lol

8 hours ago, Stan said:

We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support.

And they nerf them too lol. Nerfing Tyrandes dmg which is basically an assassin is a very stupid decision. 
Tassadar was already squishy as he was and the static nature of his basic attacks will make him just harder to play overall. Reducing dmg on both of them is just stupid. They both need their dmg otherwise they wouldnt be a viable pick because they dont bring enough healing/protection.

Ana was already squishy as she was because she had no self-sustain and they make her even squishier. Putting sustain on her shrike seems like very bad idea because in high level of plays Ana rarely even basic attacks, she needs to be safe in the backline and heal people. 

 

Share this post


Link to post
Share on other sites
9 hours ago, XeaKon said:

I hope they will not nerf double warrior compositions next as this seems to be the course of action.

They already did and are doing it to warriors.. they are also trying to reduce damage of warriors and improving their tanking in some cases to remove that strategy  too

Edited by MZLICH

Share this post


Link to post
Share on other sites
Uncommon Patron

I think they should focus on melee asassins(except Greymane) and buff either their damage or their resistance as bruisers like Sonya and Varian have more resilience while sill bringing enough damage.

Share this post


Link to post
Share on other sites
11 hours ago, Stan said:

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

11 hours ago, Stan said:

In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

So it's ok to keep the Double Warrior meta, but the Double Support is "not interesting" to them? Bullcheetos.

Edited by Valhalen
  • Like 2

Share this post


Link to post
Share on other sites
16 minutes ago, Valhalen said:

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

18 minutes ago, Valhalen said:

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

Share this post


Link to post
Share on other sites

I think its strange that to reduce people using multiple healers, they are nerfing healing...

No sane person I've ever played any game with has ever said, "We have enough healing, bring another healer."  Quite the opposite is true.  The strategy tends to be only use as many healers as you can get away with, and replace them with solid damage if you can.

If people are bringing 2 healers along, its likely because they didn't feel they could cut it with just one.  Reducing healing output is going to make people more reliant on heals, not less.

Edited by KimmyM

Share this post


Link to post
Share on other sites
13 minutes ago, xevex said:

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

Such as having talents completely removed? 

Share this post


Link to post
Share on other sites
28 minutes ago, xevex said:

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

Share this post


Link to post
Share on other sites
9 minutes ago, Plergoth said:

Such as having talents completely removed? 

Rehgars talent gives him insane waveclear. I can understand why they removed it.

4 minutes ago, Valhalen said:

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Edited by xevex

Share this post


Link to post
Share on other sites
11 minutes ago, xevex said:

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Yeah, that really agonizes me, especially against poke compositions and/or DoTs, where you constantly get chip damage that prevents Alexstrasza from staying on 75% health.

Edited by Valhalen

Share this post


Link to post
Share on other sites

This seems like a poor way of getting people away from the double support comps. I'm far from an expert at this game (been playing less than a year now) but a more enjoyable way to push this would be buffing the damage on assassins such that a double assassin comp can put out enough damage that a even double support comp can't keep up. Some people might try a triple support composition but then you will likely see a noticeable drop off in damage which hurts on most map objectives. Also generally buffs are more fun to receive than nerfs. if most assassins and specialists are underpowered compared to supports buff the assassins and specialists.  

Share this post


Link to post
Share on other sites

" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

Share this post


Link to post
Share on other sites

I can't say I completely understand how nerfing healing will cause people to have less healers. Unless they want dual tanks every game. The sustain is still needed, and nerfing sustain classes won't fix the issue, it'll just make a pirate ship meta where everyone hangs back because they know they don't have the heals to stay in a prolonged fight.

 

I think they should buff heals slightly and do some reworks that allow for some of the healers to stand alone. Alexstraza is a new hero but if you've played her you know she is infinitely better with a second healer. Her main healer builds revolve around keeping her health above 75% and he main heal ability takes a percentage of her life to heal others. If that's not asking for a second healer, idk what is

Share this post


Link to post
Share on other sites
2 minutes ago, Mortimmer said:

" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

Medivh is really the true definition of a support, most of his abilities revolve around providing utility and negating damage. He is not a healer though so they stuck him in specialist. Why tassadar is a healer and medivh a support baffles me.

  • Like 2

Share this post


Link to post
Share on other sites
Quote

To ensure people bring less healers we're nerfing healers to the point a lone healer can't keep up.

Alright. Let's see how this goes.

  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, gamerk2 said:

The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

[emphasis mine]

I was with you all the way up to your conclusion - healers are too valuable and the reason is that there are too many assassins?

The part in your comment I bolded is perhaps the best insight in the thread so far: the problem is that healers are mandatory, and the reason for this is that healers exist.

Exhibit A: Riot knows this; their devs have stated repeatedly that they feel "pure healer" characters like pre-rework soraka are toxic to their game design(promoting passive play, long games, reducing champion diversity, etc, basically all the things double support is causing in hots). While I don't play LoL anymore for unrelated reasons (60+ minute games...) I think this design decision is one of their smartest: in LoL supports are tanks, cc mages, siege or map control specialists, and more. In hots, support characters are healers, period, or they won't get picked.

Exhibit B: WoW PvP (particularly arena) was utter horseshit for the first two expansions at least, and dedicated healers were the problem. Even with healing nerfed in arena, healers were freakishly difficult to overcome: being tuned to heal damage from a raid boss meant that no one or two dps characters could actually bring them down without careful cc chain combos. I remember it was a frequent occurrence that you'd finally manage to finish off an opponent's 2 dps, only to spend the same amount of time just standing there waling on the resto druid who can't win but also can't die for like 5 whole minutes. Not exactly thrilling fast-paced pvp.

 

I actually applaud these nerfs because I think they're thinking in the right direction, but I think the real fix is: remove primary healers as a concept from the game. This would be a huge amount of work and require rebalancing basically every hero (besides the full reworks of every support to move them to mage, bruiser, or tank roles) so I don't believe they'll actually do it, but... yeah. that's the only way I see to actually fix the problem of "healers are too good."

Edited by Voltorocks
  • Like 3

Share this post


Link to post
Share on other sites

I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

Edited by Fliits

Share this post


Link to post
Share on other sites
4 hours ago, Fliits said:

I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

Share this post


Link to post
Share on other sites
3 hours ago, gamerk2 said:

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

If the maximum mana increases over time as the game goes along, they should remove that. Then, the mana management shoudl stay at the same level throughout the whole game. Maybe a small increase in max mana when you pick you heroic, but at least they should make playing support a more mana management oriented task, rather than one that requires good reaction times.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. 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.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 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 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] 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. Rewind Removed. 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.
×
×
  • Create New...