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Six Aspects of HotS That Need Improvement (The Aftermath)

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3 minutes ago, mada7 said:

I disagree with how you feel about QM. As someone who plays almost exclusively QM (and maybe half a dozen unranked and 0 ranked despite playing for over a year) I think it is absolutely a mode worth keeping and should at least partially be factored into balance changes. 

The types of quests the game gives is a major reason for keeping QM around. If I have quests to play let's say 3 games as a support and 2 games as a starcraft hero I would be best served playing as either Stukov, Morales, or Tassadar but then if one of them gets banned, another picked by someone else that could leave me either playing a character I am not good with or a character that does nothing to help me progress my quests but does help the team comp so I have to try my luck in another game to see if I can get a character that helps me complete my quests efficiently. Quick Match lets a player hop into a match with whatever hero they want and get the quests done quickly. There is matches against the AI but that does even less to prepare for the modes with drafts. The quests would need to be more play X games or win Y games and less forcing specific franchises or roles and/or the AI matches would need to give the same experience as playing with humans for this game to work without quick match 

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

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26 minutes ago, Leadblast said:

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

Edited by mada7
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22 minutes ago, mada7 said:

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as a drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

Edited by Leadblast

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1 hour ago, mada7 said:

I disagree with how you feel about QM. As someone who plays almost exclusively QM (and maybe half a dozen unranked and 0 ranked despite playing for over a year) I think it is absolutely a mode worth keeping and should at least partially be factored into balance changes. 

The types of quests the game gives is a major reason for keeping QM around. If I have quests to play let's say 3 games as a support and 2 games as a starcraft hero I would be best served playing as either Stukov, Morales, or Tassadar but then if one of them gets banned, another picked by someone else that could leave me either playing a character I am not good with or a character that does nothing to help me progress my quests but does help the team comp so I have to try my luck in another game to see if I can get a character that helps me complete my quests efficiently. Quick Match lets a player hop into a match with whatever hero they want and get the quests done quickly. There is matches against the AI but that does even less to prepare for the modes with drafts. The quests would need to be more play X games or win Y games and less forcing specific franchises or roles and/or the AI matches would need to give the same experience as playing with humans for this game to work without quick match 

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

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17 minutes ago, Leadblast said:

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

I would not call the queue times impossibly long. I'm playing in NA and I typically don't see queue times longer than 3 minutes and those are quite rare. Id gladly take longer queues if the matchmaking enforced certain team structures. The kind of environment you're suggesting would never come up and is actually why QM is so popular. You can pick whatever hero you want and jump into a match. The bigger problem with QM is that the team making portion doesn't factor hero roles into the equation enough to keep matches fair.

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

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7 minutes ago, Valhalen said:

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

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24 minutes ago, mada7 said:

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

Edited by Leadblast

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1 hour ago, Leadblast said:

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

I have never seen queue times 500 seconds long. It is usually at the absolute high end half that for me when playing quick match. The drafts I've been in are never 20 seconds. In my limited experience those tend to be closer to the 500 seconds you're describing as players love to take their sweet time making picks and at least one person can be counted on being afk when their turn comes up. I'd estimate that at worst the queue time for QM and the queue + draft time of ranked or unranked is about the same though I am inclined to believe that less time is needed to setup a QM than a drafted team. The difference is that in QM each player is guaranteed the hero they most want to play as whereas in draft you often have to choose between playing what the team needs or playing what helps you the most. If you don't get a hero that's useful for your quests you're then locked into a 20+ minute match that rewards you basically nothing which is far more than even your worst queue times for QM.

QM is the way you describe it because it doesn't enforce any team comp rules. If it did queues would be a little longer but the matches would be a more enjoyable experience and be closer to the intended experience.

I can't speak for how other MOBAs operate but given that the primary way of getting new heroes for free in this game is through completing quests at least one of the following are needed: a pvp mode where you can select whatever hero you want, equal experience when playing against AI as when playing against humans, or quests that don't require you to play as a certain subset of heroes.

 

Edited by mada7

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23 minutes ago, mada7 said:

QM is the way you describe it because it doesn't enforce any team comp rules.

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

Edited by Leadblast

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The most annoying for me is inability to mute pings made on players. I don't understand why there is no such option if you can mute pings on map and chat.

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4 hours ago, Leadblast said:

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

 

I do get the concept of roles on a team which is why I keep repeating that the matchmaking in QM should enforce those roles rather than abolish the option as a whole in favor of forcing all matches to start with a draft causing the quests to be dragged out as a result of not being able to get the subgroup of hero you need to optimally complete your quests. If the matchmaking were to do that it'd give people the freedom to play the hero they want and not waste time playing a hero that gets them nothing because that's what the team needs. A 500 second queue is not typical at all.

If quick match became unavailable what you'd see is people just picking whoever they want in the draft in unranked mode instead and disregarding the draft as anything other than a waste of time. If I didn't have QM I'd go into unranked and if I had say play games as specialist and starcraft hero quests I'll play hammer, probius or abathur regardless of whether they're what the team needs because the quests don't care if I win or lose and those guys complete my quests faster.

That's why I keep saying they either need to make the AI matches worth the same as human ones, enforce group comp rules in the QM matchmaker regardless of increased queue times which are not nearly as bad as you make them out to be, or overhaul the quests so that players benefit most from actually learning how to draft well. Enforcing group comp rules to have well balanced teams and slightly increase queue times in QM seems like the most sensible way to do things. If in testing queue times are proving way too long then if there's a role that is being underrepresented give bonus gold/xp/shards/gems if a player chooses that role. This is similar to what they do in WoW where if you queue in LFG or LFR as a healer or tank you get bonuses at the end of it

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On 12/27/2017 at 12:26 PM, Valhalen said:

I wouldn't really say that is trolling. I have been "forced" to solo lane as a Main Tank many times because the rest of the team simply gives no fucks to waveclear. When the Tank is forced to waveclear because the Specialists are not paying attention, we have a serious problem.

Cosigned.  You don't know the number of times I've had to solo clear a camp pushing a keep because my team wouldn't help clear it out 15 secs before OBJ spawn (despite my MANY furious pings).  There are teams that really give no fucks about laning or taking camps, and *someone* has to get stuck depushing, even if it's at the expense of map objectives.

Quote

Additionally, I think at a bare minimum they need to UP the ranked requirements.  People should not be allowed to play level 6 heroes in ranked.  There needs to be a higher baseline on experience with a hero to use it.  If they want to play it in Unranked, sure.

Up it to what though, 14 level 10 characters?  That takes a while (I've got four, though I generally play my lowest ranked characters in QM in order to get better with them).

I think the *real* problem is how meta dependent certain heroes are, and how some people refuse to change.  I've literally played as many games with Nazeebo as all my other heroes combined, but I stopped playing him ages ago; he simply isn't good anymore.  Most people don't do that.

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8 hours ago, Leadblast said:

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

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On 12/27/2017 at 7:26 PM, Valhalen said:

 

Mouse-over glow in low resolution settings: that green/red highlight is something I've always found very handy, as it makes targetting a lot easier. The problem is, it is disabled if you run on low settings, which is my case (I play on a shitty 7 year old Macbook).

 

From toaster user to toaster user, I can sympathize and relate to that pain. Bro hug no homo :3

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The reconnecting is most definitely a royal pain in the (censorship). I guess Blizzard isn't 100% keen on improving HotS as best as they can since it's not their ONLY project and certainly not the most profitable. On the other hand, if they don't want it to die, it simply won't since they can draw resources from elsewhere.

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

About the newer players being confused with drafting, roles, team comps and stuff; since Blizz isn't shy on sharing similarities in various things between their games (like the loot system) and since HotS and Overwatch do have some similarities in their core (most important here being both are designed to play and end relatively fast) why not make it like when you're drafting in OW where, depending on how each player hovers on a hero you get various popups such as "No Healers-Support Heroes/Too many Offense Heroes" which gauge how well structured the composition looks like?

Vs AI matches can't teach you how to play a hero properly imho (and this comes from someone who does mostly that to get quests done quickly) because many times they end rather fast or you're forced to go to a 1v2 lane and many heroes can't really cope with that. QM helps better with that. For drafting, there is unranked draft (I know it's not that popular but it does exist). One can also watch competitive play to see how pros draft.

And yeah, I don't see how not showing your MMR is a problem (it's called hidden for a reason duuuh). If it shows, we'll get into "don't talk unless you're high elo (1500 MMR-default value?)" 'discussions' with splendid display of cosmetic adjectives and rich vocabularies Kappa

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11 hours ago, gamerk2 said:

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

I see what you did there. That team appears solid on the surface. However, upon closer inspection, none of the heroes there is particularly capable of pushing, so it would have a hard time in maps where early pushes or split-pushing ability is important.

Also, Kharazim's "bruiser potential" appears at level 13. It kind of sucks for damage early.

Edited by Leadblast

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52 minutes ago, SteveFrost said:

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

Edited by Leadblast

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you guys are totally missing my point.  I am not talking about a warrior having to soak.  I am talking about tanks that literally solo lane the entire game and never help with objectives or team fights.  They soak dmg, so the stats lie and make it look like they participated.

That is trolling.

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16 hours ago, Leadblast said:

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

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21 hours ago, Leadblast said:

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

 

5 hours ago, gamerk2 said:

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

Varian is a multi-class because his Heroics affect his stats directly, something you don't see on the other hybrid Heroes mentioned above. This would mean reworking those Heroes where one of their talents completely changes the way they are played. The closest candidate to this is Kharazim as his Trait impacts directly his gameplay, although he can solo heal even if Iron FistsIron Fists is picked.

Edited by Valhalen

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On 12/27/2017 at 3:43 PM, Plergoth said:

More loudout slots as well might be nice. 

O_O! Damn! I completely forgot that there even is more then one loadout slot for each hero to begin with! I been switching my skins and such to a different 'loadout' in the same first slot for the hero I'm about to play before I ready up for a match ever since 2.0 came out. I totally gotta remember that there's multiple loadouts slots for each hero and set several up for them all in the game tonight before I get to playing. Thanks for reminding me! (I wonder how many other people completely forgot too that that is a thing you can do?) :D

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As someone who's got extensive time playing from the Rank 1 preseason to Diamond in various seasons:  I feel like one of the game's greatest challenges stem not from Blizzard (although I'd love to see better MM and transparency myself), but from relying on sites like Icy-Veins elusively; without reading further into the details to figure out why builds are made the way they are - and in what situations they work for. Let me explain.

Oxygen and many of the authors put countless hours into detailing these guides, the inner-workings of heroes, their strengths and weaknesses, who they pair with and who the fall apart against, etc. to use as a guide to figuring out team compositions and bettering yourself as a player. Unfortunately, far too often - and not at the fault of IV - these builds are cookie-cuttered right into the match without any thought.

When Kael'thas enters a match and sees that his enemy team consists of Cassia, Butcher, Artanis, Chromie and Mura (QM MM, lol), never in his mind should be believe that 'Convection' at level 1 will ever get completed. Yes, it's a very strong talent if you're a good player and can position well, however his team consists of solo an Arthas for melee. Warning signs should be going off in his/her head that picking a talent he won't complete is going to worsen his chances to win. After all, that's all HOTS is really about - giving yourself the best chance at victory, given that you're only 1/5 of the team and there's only so much you can control.

Ignoring all learned mechanics (when to siege, when to retreat, optimal camp-taking times, rotation, proactive vs. reactive, etc.), copy-and-paste builds are, in my opinion, what kills the playerbase the most. More than the reconnect system or knowing their MMR numbers, learning how to give yourself the best build/playstyle for the match you're presently in is the biggest key to victory that you can contribute as a sole player.

In conclusion, I know that this isn't 100% related to what Oxygen is saying, since his thoughts are geared towards Blizzard themselves; but it's worth noting that until players learn why a hero operates the way they do, the same issues the game currently has will always be present... or at least until MM can become reliable.

Good read, Oxygen. Lot of great comments, too.

Thanks!

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I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

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5 hours ago, ArtVandelay said:

I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

They disabled it after 2 days because it proved to be abusable, on top of some other issues. I wrote about it here.

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      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.
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