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31 minutes ago, xeonio said:

 

homonymous? Did you mean harmonious?

No!

Homonymous
adjective
1. of the nature of homonyms; having the same name.

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Can you explain to me why Fortified Bunker is a terrible talent? You mentioned that Bunker Drop is great for keeping squishy targets safe, e.g. Blaze goes out and damages enemies while squishies hide from the burst portion of the fights. If Blaze still finds his backline annihilated, then won't it be wise to acquire this talent rather than Burn Notice? It's easy to imagine the protection 50 armor for 3 seconds brings to the backline.

 

Let's say the opposing enemy has a dive comp, e.g. Greymane, Genji, whatever. You as Blaze can't stop the gap closer; all you can do is drop a bunker while you dive and harass their backline. Kael'thas, Malfurion, whatever hides in the bunker after nearing low health. Assume that Greymane and Genji both dives in this scenario and tries to break the bunker (relatively low health). These are precious seconds where Kael'thas and Malfurion are safe where they can retaliate with moderate damage and slow enemies by setting oil spills, allowing a swift retreat if needed. Bam! The bunker explodes but Kael'thas and Malfurion have amazingly high armor for 3 seconds and can escape through the oil spills they left behind. Heck, both Malfurion and Kael'thas can trade during that instance - Malf Twilights and Roots and Kael'thas combos or Pyroblasts, due to the huge armor bonus they receive. My only concern for this talent, which is also a boon, is the "ult me" scenario where the Bunker is seen as a place to be ulted. When you get Fortified Bunker, that ult could become useless since not only would the recipients receive minimal damage but the oil spills created by Fortified Bunker would make follow ups harder.

I have not played Blaze, but I'm sure there are scenarios where this is situationally useful.

Edited by Trensicourt

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2 hours ago, Trensicourt said:

Can you explain to me why Fortified Bunker is a terrible talent? You mentioned that Bunker Drop is great for keeping squishy targets safe, e.g. Blaze goes out and damages enemies while squishies hide from the burst portion of the fights. If Blaze still finds his backline annihilated, then won't it be wise to acquire this talent rather than Burn Notice? It's easy to imagine the protection 50 armor for 3 seconds brings to the backline.

If anything, I feel like its main protection aspect lies in deterring heroes from continuing their attacks (besides dispelling stuff); however, if for some reason, they are in fact able to burn the Bunker down quickly, they're probably positioned to take out whatever's inside, regardless of the armor it provides. The more I play, and the more I realize how "meh-gimmicky" Bunker actually is as a heroic ability. I'll stand by my initial assessment about Fortified, but I won't hide the fact that we'll need more experience and data to make the right call. Fortunately, tournaments are coming shortly!

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48 minutes ago, Oxygen said:

If anything, I feel like its main protection aspect lies in deterring heroes from continuing their attacks (besides dispelling stuff); however, if for some reason, they are in fact able to burn the Bunker down quickly, they're probably positioned to take out whatever's inside, regardless of the armor it provides. The more I play, and the more I realize how "meh-gimmicky" Bunker actually is as a heroic ability. I'll stand by my initial assessment about Fortified, but I won't hide the fact that we'll need more experience and data to make the right call. Fortunately, tournaments are coming shortly!

Bunker is mainly used for:

1) Avoiding delayed damage (like Pulse Bomb, Pyroblast)

2) Dodging targeted abilities (like Judgement, The Hunt, etc)

3) Giving 25 armor (or 50) when your teammates need it

4) Cleansing CC and DoT damage

You shouldn't hide in the Bunker like forever. Instead, enter it for the aformentioned purposes, and get out from a safe direction immediately. Don't expect much from a 40s cd heroic.

Also, your Ignite build ...... is CLEARLY a bruiser build, because it highly emphasised on dealing AOE damage. If you want to play him as a main tank, you should use Oil Spill for peeling, disruption and zoning instead. Which means, you shouldn't ignite it until it's about to expire, or when you need self heal. The 40% slow is much, MUCH better than the damage when it comes to the aformentioned purposes. That's why a main tank build should be focused on the utility from his abilities. It should be like this (I can't remember the names of the talents though):

Lv 1: The globe talent seems really strong. It provides you a reliable self-cleanse on top of 'reducing' (I don't know if collecting a globe permanently reduce the cooldown or just refund 5s of the cooldown) the cooldown of it. 

Lv 4: The increased area and slow of the oil seems really good for this build. The cooldown reduction of oil when hitting a hero with Q can be good too.

Lv 7: Since you rarely ignite the oil with people inside, the quest talent doesn't really fit here. May be increasing his siege damage can be good. 

Lv 10: Bunker should be the default choice here because it provides more utility to teammates.

Lv 13: The charge talent is really good at spreading oil, unless you need the other talents to counter someone.

Lv 16: The self heal for your D (gachiGasm) can make you really tanky. 

Lv 20: Bunker upgrade is quite good actually. It can spread more oil and give more armor, which is really nice to have. The other talent seems really, REALLY underwhelming.

You really feels like a typical assassin main who want to deal all the damage by yourself, even if you're not playing an assassin.

Edited by ShadowerDerek

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Hey @Oxygen, do you know if MeltdownMeltdown stacks with Suppressive FireSuppressive Fire? I have been testing but I couldn't tell the difference yet. Technically they should, right? Against melee-oriented spell damage-based opponents (Greymane, Alarak, Thrall, Kerrigan, etc.) it should be really powerful.

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build. Maybe adding another build option that focuses on laying carpets of Oil Spill without igniting them immediately would be nice. For instance, this is the build I tend to use when I'm solo tanking.

I honestly like CombustionCombustion more than Bunker DropBunker Drop since it can be used for peeling due its massive radius, plus the Flash FireFlash Fire upgrade turns Combustion into something similar to Gall's Twisting NetherTwisting Nether.

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35 minutes ago, Valhalen said:

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build. Maybe adding another build option that focuses on laying carpets of Oil Spill without igniting them immediately would be nice. For instance, this is the build I tend to use when I'm solo tanking.

Oxygen is very NArrow-minded (get it?) when it comes to talent choices. In most of his guide, if he finds a talent 'amazing', he'll just completely ignore any talents in the same tier and marked them as 'not recommended' with the reason being 'it must compete with powerful alternatives' without elaboration.

I sometimes criticise Kendric for recommending too many talents, but Oxygen is like the complete opposite.

40 minutes ago, Valhalen said:

I honestly like CombustionCombustion more than Bunker DropBunker Drop since it can be used for peeling due its massive radius, plus the Flash FireFlash Fire upgrade turns Combustion into something similar to Gall's Twisting NetherTwisting Nether.

I don't know man. Using Combustion for peeling is kinda awkward. The fact that you need to channel it longer to have a longer slow, means that you either have to channel it pre-emptively and risk being interrupted, or the slow would be too short or too late to save your allies. As a main tank, you're gonna get CC'ed a lot. And tying it with your only defensive ability is really awful, especially when you pick the self heal on D at Lv 16.

Bunker is much more immediate, and much more impactful if you use it right. I often view Bunker as an Ice Block for your whole team.

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Guest ZeroTheSecond
Quote

Lv 7: Since you rarely ignite the oil with people inside, the quest talent doesn't really fit here. May be increasing his siege damage can be good. 

You do realize that talent makes you ignite oil spills with basic attacks, right? Seems counterproductive since you said that the slow is better.

Considering this, your build doesn't seem that different from Oxygen's build, outside of your Heroic preference.

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1 hour ago, ShadowerDerek said:

In most of his guide, if he finds a talent 'amazing', he'll just completely ignore any talents in the same tier and marked them as 'not recommended' with the reason being 'it must compete with powerful alternatives' without elaboration.

Not really. If you read his recent reworked guides, you'll see he often put situational talents and explain in what situations they'd be useful. The thing is, he has a point on deeming certain talents as "amazing", which you pointed yourself ("it must compete with powerful alternatives"). There are some talents that simply outclass every single other talent in the respective tier, and picking any other talent would, in most situations, mean give up on a massive powerspike.

A prime example of this is Sonya. Although she has many interesting talents through her entire tree, she simply cannot flee from some key-talents that completely define her late-game (which are Nerves of SteelNerves of Steel and Ignore PainIgnore Pain, pretty much). In very VERY few occasions you can pick something else (like picking Arreat CraterArreat Crater instead of Ignore Pain) but even so if you'll be giving up a powerful advantage.

Another example, which I'd say is even less versatile than Sonya when it comes to talents, is Diablo, with 4 out of 7 talents that simply will weak his game if they're not picked. Devil's DueDevil's DueFrom the ShadowsFrom the ShadowsDiabolical MomentumDiabolical Momentum and DominationDomination are all MUST GET talents that turn Diablo into a one of the best hard-engage Heroes in the game (plus with the changes to health orbs Devil's Due is easily the best self-sustain talent in the entire game).

Edited by Valhalen
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2 hours ago, Valhalen said:

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build.

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

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3 hours ago, Oxygen said:

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

Yeah, after playing with him I felt that he was pretty much something between Sonya and Muradin; a semi-bruiser, semi-tank. 

Do you think he'll be subject to any kind of buffs in the near future, based on those low day-1 win rates?

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Oxygen, can you compare to ChaosOS' stance on Blaze's talents? He made a math of the storm on Blaze and one of the key points he mentions is how powerful Fortified Bunker. I would like to see your differing opinions and why.

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12 hours ago, Guest ZeroTheSecond said:

You do realize that talent makes you ignite oil spills with basic attacks, right? Seems counterproductive since you said that the slow is better.

Considering this, your build doesn't seem that different from Oxygen's build, outside of your Heroic preference.

Yes, slow is better, but not when it's expired.

The key element of the build is to control the timing of igniting the oil. Given that each oil spill lasts for 5s without igniting, the 4s cd of your Q is actually quite long to be able to control your ignition. So, having another way to ignite the oil is really nice to have. Just make sure to control your basic attacks.

I agree that the later talents is quite similar to Oxygen's build since they provide utility and survivability.

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11 hours ago, Oxygen said:

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

I don't really think he's geared as a bruiser tbh. He simply lacks the single-target burst damage or strong CC to be as threatening as the likes of Sonya and Dehaka. And his sustain is not as strong as the likes of Malthael and Leoric either.

New heroes' win rates (including recently reworked heroes) will always be low simply because people haven't figure out his best playstyles and builds yet while competing with heroes that are well-analysed. As times goes, their win rates will show their true potentials; so don't judge them based on their day-1 performance. Li Li, Johanna and Alexstraza are the perfect examples.

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While I do agree with most of the talent recommendations, I would say Meltdown deserves perhaps another look.  Probably only when you're also running New Habit (for the cooldown reduction on his trait) but Meltdown very quickly takes the enemy's damage for a nose dive.  It's not as flexible as the oil talents, sure, but the amount of survivability it gives you (and your team for that matter) is pretty strong.  If your team is trying to use Blaze as a main tank (especially against a mostly melee team), perhaps give it a consideration.

Edited by TSRD

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Bunker

Primary use of Bunker is used when Blaze is naturally the focus of aggro from all the slows and flashy fires and area stun charges. Ya lay it out to avoid burst and lockdown while gaining armour to then pop out the other side and run while laying down more oil slows or charging away.

Secondary use is body blocking. You can use it to block someone from following you or from escaping your team. Since you can throw slows ahead of them and then charge, its pretty easy to plant this ahead of them. You can exit the other side faster than they can run around it. You can also use it around core.

Thirdly comes finishing towers without using your oil spills and standing out in the opetn to do it. This lets you avoid the slow and gives you a warning against what might be hidden on the other side of the wall. You can also drop it to escape towers if you end up pulled into them by providing them another target. Also works to buy time on finishing core.

Lastly is the lure. Planting a bunker down simply draws fire ans bodies to it. People want to destroy it and feel the need to attack it or the people inside when they come out. I've planted this many times for the purpose of dying, knowing how many opponents will crowd around it. You can use this with teammates like Stukov, Jaina and Kael to punish them for pulling and killing you by extending the time they spend on doing so.

For fun 1 on 1, jump in and out one side to another while dropping oil. It's loads of fun. You can also jet leak around it before reentering. Good stuff! :)

P.S. Use Pyromania after exiting Bunker to stack armour and become unstoppable to increase your odds of survival further. Or use it offensively to bait for a Pyromania initiated offense. That's 50-75 armour depending on what you grabbed.

Edited by Morcalivan

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Blaze is very odd. He feels like some kind of "AOE bruiser". I figured his initiation combo pretty quickly (Jet + Pyromania on hit, then start spilling Oil and igniting it as expected) and it worked for me.

I have yet to try Combustion but the bunker protects fragile allies decently. It doesn't go very well with spellspammers like Li-Ming tho.

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I've been playing with Blaze non-stop, and he easily became one of my favorite Warriors, or rather, one of my favorite characters. Once you get the hang of the vector targeting of Oil SpillOil Spill, using it becomes second nature; it is an incredible versatile tool, great for checking bushes, and placing it in narrow corridors.

I tried a couple of different builds, but I ended up enjoying the Ignite build @Oxygen posted the most, but I pick New HabitsNew Habits most of the time; the extra CD reduction from health globes plus the unstoppable effect is too good to ignore. Also, on maps that require heavy waveclear (such as Tomb of the Spider Queen and Sky Temple), I find myself picking Incinerator GauntletsIncinerator Gauntlets + Burn NoticeBurn Notice.

CombustionCombustion is definitely the best Heroic, as Bunker DropBunker Drop simply doesn't offer enough aside from dodging some lethal targeted skills. It's kind of a pain in the ass because people rarely enter the Bunker and instead try to outrun PyroblastPyroblast... I really love Flash FireFlash Fire, as I mentioned earlier, as it essentially turns Combustion into Twisting NetherTwisting Nether.

If the enemy team features way too many "mages", then Juggernaut PlatingJuggernaut Plating + PyromaniaPyromania (with New Habits completed) is the way to go. I lost count of how many times I escaped certain death from nasty Kel'Thuzad combos by using this combination. I even dare to say that Juggernaut Plating is an improved Nerves of SteelNerves of Steel. Depending on the situation I also tend to pick Endurance StimpackEndurance Stimpack and use it in conjunction with Juggernaut Plating and Pyromania if the enemy team doesn't feature many CCs; this makes Blaze ridiculously resilient, specially if you have Supports like Uther and/or Tassadar.

I think his body blocking could be a bit better, since he is not as large as some other Warriors (like Diablo, Stitches and ETC). However, with enough practice plus Fuel LeakFuel Leak, he can do some nasty body block akin to Stitches with Putrid BilePutrid Bile on a much lower cooldown. Pretty insane.

My final verdict is that he works the best on a team with a Bruiser (Sonya or Ragnaros are fantastic) instead of another pure tank and a strong dedicated healer. His team fight presence is very strong if he has proper setups and follow ups (Jaina is absolutely fantastic with him). I have even found myself topping the Hero damage charts in a few matches because of the absurd sustain combined with constant damage he can provide. Really fun to use.

Since Blaze is one of the most balanced characters to come to this game, I don't really think he'll get any nerfs in the upcoming patches; maybe I'd say he'll even get a buff to Bunker Drop and maybe a bit of damage increase. I currently noticed there is a bug with Blaze and Ana, that Nano BoostNano Boost does not haste the cooldown reduction of Oil SpillOil Spill.

My only real complaint (more of a nitpick) is that his recolors are pretty lame and don't even change the patterns in his armor (ike some Tychus skins). His Fel Reaver skin also doesn't look as good as I expected. They should add a white recolor to his base skin so he looks like Baymax from Disney's Big Hero 6, haha.

Edited by Valhalen
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He's an area denial hero, as expected. If you think deeper about it, he's quite the oddball among warriors, just like Tassadar among supports, or Medivh among specs. This will prove a big problem if HotS' dev team seriously thinks about expanding the roles, as he's not much of a conventional tank (his only "hard cc" being the stun on a successful Jet Propulsion hit, I see slows like Oil Spill more as a soft cc) nor a bruiser (even though he deals lots of damage). Nonetheless I hold him in good regard, and I like his style. As one could guess, he's very strong in Volskaya, and a bunch of other maps where the objective is an area that must be held (Braxis, Sky Temple).

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Guest pugilist
On 1/9/2018 at 3:42 PM, Oxygen said:

No!

Homonymous
adjective
1. of the nature of homonyms; having the same name.

What are the homonyms in this case?

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7 hours ago, Guest pugilist said:

What are the homonyms in this case?

Ignite. It's the name of the build and the eponymous mechanic of Oil Spill. You can find it in the description of said build.

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Guest Pugilist
On 2/15/2018 at 9:14 AM, positiv2 said:

Ignite. It's the name of the build and the eponymous mechanic of Oil Spill. You can find it in the description of said build.

It's confusing because homonymous is used incorrectly. As you point out, they are eponyms, not homonyms.

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On 2/17/2018 at 11:47 PM, Guest Pugilist said:

It's confusing because homonymous is used incorrectly. As you point out, they are eponyms, not homonyms.

As far as I know, the word homonymous can also, albeit not that commonly, refer to two objects having the same name with the same meaning (unlike the more common usage of two words having the same name, yet being different in meaning). However, I can see that "homonymous" is not the best choice here simply because it is ambiguous, especially since it uses its less common meaning. I'll go ahead and change it to eponymous.

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Why do you recommend in your Ignite Build [Bunker Drop] and [Flash Fire] at the same time? As far as I'm aware that's not possible. If the go-to pick is Bunker, which other Level 20 would you generally recommend?

Personally I'ld go with the Armor Upgrade and only take [Burn Notice] if you need additional soft CC.

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

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

       
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