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Opening Moves: The 4-1 Split

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The Opening Moves series is aimed to educate players on the variety of different ways to start a competitive match. The first installment is about the 4-1 split and it's explained by ranged flex adrd of Zealots.

4-1 Split

  • Your team sends a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves (mid & bottom or mid & top).

What Makes a Good Four-Man?

  • Adrd explains that in the past, it was about picking Heroes that out-sustained enemies. Nowadays, it's more oriented toward ganks and kill pressure.
  • Muradin is the perfect example of this. If he disappears from the map, your solo laner is in dire risk of dying. At the same time, the four-man needs to be careful so that he does not land a good stun that turns into a kill.

Global Heroes & Specialist

  • Dehaka (BrushstalkerBrushstalker) and Falstad (FlightFlight) are often picked in competitive games, because of their global presence even on two-lane maps. Rotating globals works well in the HGC.
  • On Braxis Holdout, you put Dehaka in top lane and Falstad in bottom lane. Dehaka can gank and after the gank Falstad flies top so your team does not lose any experience.
  • The idea of a proper 4-1 split in Hero League fails due to the lack of coordination.

The Role of an Offlaner

  • Even if the four-man is performing well, your team's advantage noticeable if you're solo laner is struggling.
  • Most of the time, a decent offlaner is decent at holding 2v1.
  • On Braxis Holdout it's extremely advantageous to have a solo laner who can win their lane, because they're able to hold one of the beacons after the structure in lane is gone.
  • Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

Blizzard LogoBlizzard (Source)

It’s 2018! A new year for esports has inspired us here at Blizzard to create content this week that aims to educate our player base on the variety of different ways to start a competitive match, informed by some of the best players in the scene. Check back every day this week for a new addition to the#OpeningMoves mini-series. Today we will focus on what is known as the “4-1 split”.

The 4-1 split is one of the most popular lane designations in competitive Heroes of the Storm. In a nutshell, it simply means that one team dispatches a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves—typically mid and bottom or mid and top. The strategy is seen most often, and yields the most success, on two-lane maps such as Braxis HoldoutBattlefield of EternityHaunted Mines, and Hanamura.

Building A Successful Four-Man

4man.jpg

What makes a good four-man?

“It’s constantly evolving,” said Zealots ranged flex Adrian “adrd” Wojcik. “It used to be that the four-man was only ‘deathballing,’ or picking Heroes that out-sustain enemies and brawling four versus four. Oftentimes, though, you would end up in a situation where your four-man would be weaker than the opposing team’s. So, at this point you must work around that.”

Nowadays a good four-man is more oriented towards ganks and kill pressure. “Heroes like Muradin are a perfect example of this,” adrd explained. “He’s not that great for fighting and trading, but if he disappears from the map your solo laner is in danger of dying, and also the four-man needs to be careful so that he doesn’t flank and get a good stun that turns into a kill.”

Understanding the macro game means understanding the amount of pressure on the map at any given point in time. The most obvious pressure is lane pressure, when a wave is about to crash and must be cleared. The less obvious pressure occurs when an enemy Hero (specifically one that has crowd control or high burst damage) goes missing. When this happens, you must assume them to be anywhere and everywhere while playing reserved. When the four-man goes missing, it’s important to make yourself scarce, as you could be the next victim of a savage gank. Consider yourself warned.

Global Heroes and Specialist

H24_Probius_TG_002.jpg

If losing soak is such a cardinal sin, why not employ the likes of a Hero with global abilities to make up for this? While some of the best offlaners are global Heroes, adrd is hesitant to endorse this strategy.

“We've seen in the HGC some teams playing Dehaka and Falstad even on two-lane maps,” adrd said. “Normally, if you are solo laning with a global hero and you use your global ability to gank other lanes you will lose a lot of experience. So, what people are doing on Braxis Holdout is putting Dehaka in top lane and Falstad in bottom lane. Dehaka can gank, and then after the gank Falstad can fly top so you don't lose any experience. Rotating your globals around this way works really well, in the HGC at least.”

In Hero League though, it’s difficult to expect your teammates to be as coordinated. More often than not, the idea of a proper 4-1 split will fall apart in the draft, as the hero in the solo lane will either spell success or failure for your team.

The Role of an Offlaner

Heroes17_Dehaka_Combat_KL_Take_11.jpg

“You can probably hold one versus two.”

Remember this phrase the next time you step into a lane while outnumbered.

Assume your four-man is going well. They are getting kills and winning their rotation handedly. The advantage this brings doesn’t amount to much if the solo laner is struggling. The “1” in the 4-1 split is the most important part of the equation.

“I think most of the normal 1v1 laners are pretty decent at holding 2v1,” adrd said. “On some maps, it is very important that your solo laner doesn't lose too hard. On Braxis, for example, it's important to have a solo laner who can win their lane because it gives an insane advantage. You can hold one of the beacons for free basically after the structure in lane is gone. On most Battlegrounds, you have to consider how well the offlaner does in team fights as well.”

The best solo laners in the current meta would be SonyaLeoricArthasGreymaneMalthael, and Dehaka. Outside of maybe Greymane and Malthael, these are beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

“You can run a lot of different setups, and the solo laner you use depends entirely on who they're facing off against usually,” adrd added. “Some Heroes will not be able to hold a lane on their own.”

Depending on the map, you can decide for yourself if it’s more beneficial to take on the role of an offlaner or join in the four-man deathball. If you follow in the footsteps of the Mad Scientist, you’ll likely be winning rotations before you know it. 

Check back with us tomorrow right here at playheroes.com/esports because we’ll be learning how to identify whether or not your team’s composition will emerge victorious from a fight at level 1.   

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8 hours ago, Stan said:

Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

6 hours ago, Donir said:

It amuse me that they keep talking about Hanamura like if someone miss it.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Edited by Valhalen
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44 minutes ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Hanamura had great potential, sloppy execution

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13 minutes ago, SMOrcMan said:

This post is false since everyone knows Rexxar and Misha are best laners

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

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46 minutes ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

I think this was just a joke lul

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

He can struggle against the other notable solo laners, and has less wave clear and self healing along pre-7 than Stitches - another example of beefy hero who can sit in a lane undisturbed indefinitely - does for example. I like Blaze a lot, but he thrives playing with the team more than he does as the solo laner in a 4-1. 

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

As someone else mentioned. Blaze kind of sucks in the solo lane. You match him into the 1v1 against any other true solo lane (especially malthael, sonya, or leoric) and he is going to lose it hard. He will be stuck behind his towers not getting any value, and that's without the 2v1 gank if your 4 man struggles.

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3 hours ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

Read my username mate :P

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Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

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There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

Back to topic though:

I really like such strategy explanations and advice. I am by no means a good player (too old and slow ;-)) but I love the game and like to improve.

Hanamura was not a favourite of mine... But I am hopeful for the rework.

 

Edited by Caeren

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Blaze does just fine. His stun+slow combo is a great way to keep multiple opponents at bay.

But like all characters it depends on their opponent. That comment about stitches doing well falls apart vs malthael. His chain pull is countered by teleport+move speed boost. Doesn't hurt that he can't be body blocked. But, malth has issues vs ranged burst. If they play smart they can evade him to then burst damage time and again. Malth eventually then has to retreat to heal up properly.

Thrall isn't too bad with his chain lightning either.

I do wonder why Murky wasn't mentioned. While he struggles vs certain characters, wave clearing on his own is his purpose in life. The added advantage of solo capping merc camps just adds to that. He can even solo clear two lanes at a time if he needs to.

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26 minutes ago, EDL666 said:

Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

I liked it too, but it was one of those maps that was really, REALLY easy to snowball, more than any other. And the games were fast, which is pretty neat, as opposed to Volskaya Foundry which can take forever (I've been in +45 minutes matches there).

16 minutes ago, Caeren said:

There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

Edited by Valhalen
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9 minutes ago, Valhalen said:

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

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15 minutes ago, Caeren said:

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Edited by Valhalen
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5 minutes ago, Valhalen said:

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Yeah those leaks really are quite accurate. Hmmm both statements make sense though. No I am more curious than ever :-)

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

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19 minutes ago, Caeren said:

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

Edited by Valhalen

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13 minutes ago, Valhalen said:

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

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52 minutes ago, Fliits said:

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

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4 minutes ago, MurkyFelix said:

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

That would be weird indeed...

What about Dogara? A many-legged dog monster spawning little pups to send them into doom... Or yet another Chromie skin... Swap the skull mask for a doggy mask... All done :-)

Dogexstraza... Alex turning into a huge pug (as Blizz loves those ugly things) and slobbering some healing over everyone...

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Mal'ganis or Maiev. Leaning towards Maiev atm though, the stealth rework fits the Warden passive from Warcraft 3 very neatly. Last stealth hero we got was quite some ago, correct?

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      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled 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 Ice Block allows Jaina to move and cast while active. 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. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 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 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.

       
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