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Maiev PTR Patch Notes: Jan 29

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6 minutes ago, SociKraft said:

Until she is nerfed into oblivion, like Malthael.

I don't think she will be nerfed. At least not so soon. Sure, she has the second highest base health of all Asssassins after The Butcher and has 15 passive armor, but ZERO self-sustain. This kinda balances it.

By looking at her talents I can see she has a lot of flexibility in her talents. She can play either as a Poker (with the Fan of Knives Build), as a CC-Heavy Bruiser (with the Umbral Bind Build) or as Ganker (with the Spirit of Vengeance Build).

Edited by Valhalen

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So less armour and reduced healing for Malth in early game? That armour talent was the best one. Looks like maybe ranged build might be needed more often now with the size and easier quest update. I do like the Die Alone change, and waveclear looks easier for minions but early mercs and bosses look harder now. I don't ever touch Tormented Souls, just Last Rites, so that's fine. Looks like Malth is going to rely on late game for damage, which in turn means for healing as well if I'm reading this right?

He's my favourite assassin. Hope he's ok. :'(

Edited by Morcalivan

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3 hours ago, Valhalen said:

I don't think she is either overpowered nor underpowered. Blizzard has been doing a great job with balancing lately. Blaze is a prime example. I don't think we ever got a Hero so balanced on launch as him.

Sure she has no sustain. That balances it a bit. But she’s actually still hard to kill. 15 base armour and at level 13 the ability to keep an additional 25 armour up almost indefinitely in a team fight is extremely strong and her ability to become immune to damage for a short time with only an 8 second cooldown is pretty powerful. 

Ive played her too and she’s extremely powerful with a good healer in my mind. Blaze is good, very balanced, and fun. I think Maiev is better in a sense with similar but more powerful control. 

It remains to be seen where she would truly lie within a tier list, considering PTR isn’t the best place to make judgments, and we should let people learn how to play her and play against her first. She still seems like she will be banned lots in ranked modes due to her ability to dodge critical attacks, deal very respectable damage, pressure the enemy team to always spread and never stack near her, and most of all because of her incredible control. If I were to guess, I’d assume she would end up being core tier, at least. 

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10 hours ago, Jonar said:

OMG these wisened duelist changes. Why changing a talent no one ever takes when there's a superior choice in the tier.

Changing a talent to be more appealing varying on situation against the other choices on the same tier to encourage diversity and slowly phase out poorly designed feast or famine talents and have greater synergy with other talents (for example increased range on human attacks at 4 with WD) makes perfectly good sense and is consistent with other changes they make. 

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5 hours ago, Valhalen said:

That would be awesome! Although I don't think Quillboars are iconic enough to be made as a Hero themselves; although we got a Faerie Dragon and a Dryad as Heroes. Nothing else surprises me.

The only place where you can find Quillboars as bosses in WoW is in Razorfen Kraul, if my memory is correct. The only one I really remember was Ragglesnout because he dropped the X'caliboarX'caliboar.

We'll also see them in Kul Tiras in the next expasion

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12 hours ago, SteveFrost said:

Like Jimmy, Kerrigan,Illidan, Zeratul, Malfurion (until recently) etc and the list goes on (each one in varying degree). Part of me thinks this is to some point on purpose by them-they know players will naturally be drawn to iconic and popular characters, so if they're too powerful, they won't feel the need to get more (at least for a while) they'll be happy with these select few. Personally, I'm the kind who plays their favorites no matter what state they're in (if something's too imbaOPbroken at a time, at least I won't bring it to ranked).

I preferred Last Rites on Malthael anyways, the other heroic requires really good team com, coordination and set-up to execute and these things are really hard to find. The issue with him imho is that he lacks burst for an assassin and he relies more on sustained damage (black harvest + memento mori is still a pretty powerful combo but takes a while to get there) and being a squishy, he's very easy to kill, especially if focused.

If you're implying that those aforementioned heroes have never been strong you're wrong. Jimmy used to be by far the highest dmging hero (even though he's not meta, I'm pretty sure he still is one of them), and played every game.

Illidan used to be banned every game cause he was considered broken with Rehgar.

Zeratul could OS every non-tank (especially back in the lvl13 rewind days).

Kerrigan was top tier not long ago. She keeps bouncing between top tier and trash tier, due to her aggressive style. 

Malfurion has always been one of the highest healing output supports, he just has had a down period for some months ( but as you mention is now again fairly strong). 

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11 hours ago, Maxkitty said:

So far this seems to be the build I am seeing the most of.

I seriously dont get why would any one pick Blade DanceBlade Dance the talent looks like the weakest of them all in that tier even Sudden VengeanceSudden Vengeance looks more appealing. Pin DownPin Down looks the best. But thats basically her basic attack build.

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18 hours ago, Plergoth said:

Changing a talent to be more appealing varying on situation against the other choices on the same tier to encourage diversity and slowly phase out poorly designed feast or famine talents and have greater synergy with other talents (for example increased range on human attacks at 4 with WD) makes perfectly good sense and is consistent with other changes they make. 

Yeah, except that no.

1) the changes don't make this talent more appealing like at all, because lose all progress on death is too punishing. This is the reason why this talent is never picked in hl and it will remain this way after the changes.

2) this talent still competes with aa range increase which is and will remain on the same tier with duelist, and is superior choice compared to wisened duelist. So no idea what synergy you are talking about.

3) buffing underperforming talents in most cases either makes them first priority pick or still underperforming.

Edited by Jonar

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1 hour ago, Jonar said:

Yeah, except that no.

1) the changes don't make this talent more appealing like at all, because lose all progress on death is too punishing. This is the reason why this talent is never picked in hl and it will remain this way after the changes.

2) this talent still competes with aa range increase which is and will remain on the same tier with duelist, and is superior choice compared to wisened duelist. So no idea what synergy you are talking about.

3) buffing underperforming talents in most cases either makes them first priority pick or still underperforming.

If anything, I think they should NERF the damage bonus, but make it permanent once Greymane reaches full stacks. That would be a better solution.

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2 hours ago, Jonar said:

Yeah, except that no.

1) the changes don't make this talent more appealing like at all, because lose all progress on death is too punishing. This is the reason why this talent is never picked in hl and it will remain this way after the changes.

2) this talent still competes with aa range increase which is and will remain on the same tier with duelist, and is superior choice compared to wisened duelist. So no idea what synergy you are talking about.

3) buffing underperforming talents in most cases either makes them first priority pick or still underperforming.

Sorry, my bad, I always mix things up in my head at the best of times and the end of the month has a lot on my mind, my apologies. 

Talents like Wizened Duelist are risky to take but they still have a place in the game nonetheless. Regardless of the game mode, players should be taking talents on a per game and situation basis. A cocktail build might not always be best for example but if you're playing against cheese - TLV on Garden of Terror, split push comps and so on - then Wizened Duelist, Untouchable and other talents exist for the teams who wish to adapt and respond in kind. They are situational talents; that doesn't inherently make them bad, and the change is a good start; trying to get a quest completed that depends so heavily on the other team either playing Murky or poorly while playing recklessly yourself is an outdated design.  

Buffing and changing underperforming talents is still a better alternative than just leaving them in the game to exist as trap talents or removing them entirely, and while it'll be likely be chosen less than Cocktail or Bullets, it provides a higher skill ceiling for the hero, and it could be a huge thing to have completed for 16 and then lvl 20 upgrades. I'm not the world's biggest fan of stack quests that drop all progress regardless of you completing it or when people pick them with low experience on the hero or understanding the odds of them even completing it, but I acknowledge that these options should exist in the game to provide variety and reward skilled play and teamwork. Hopefully if they intend to keep this sort of thing in the game they'll change them more to make it relevant vs. the popular options. 

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13 hours ago, braindelay said:

If you're implying that those aforementioned heroes have never been strong you're wrong. Jimmy used to be by far the highest dmging hero (even though he's not meta, I'm pretty sure he still is one of them), and played every game.

Illidan used to be banned every game cause he was considered broken with Rehgar.

Zeratul could OS every non-tank (especially back in the lvl13 rewind days).

Kerrigan was top tier not long ago. She keeps bouncing between top tier and trash tier, due to her aggressive style. 

Malfurion has always been one of the highest healing output supports, he just has had a down period for some months ( but as you mention is now again fairly strong). 

keywords: varying degree.

Jimmy was probably of the strongest when it was just him and the other release heroes lul. Ever since he has been steadily dropping until he reached today's low. Yeah, he's pretty reliable, but that's just not good enough. He functions basically as a Tracer counter (longer range + knockback) but even then he's not picked (have seen it like 1-2 games) and Tracer herself isn't that strong anymore. His and Kerri's kits (Envenom, Specialist talents) are showing their age I believe and something needs to be done about it.

Could go into lengths about the others as well but tl;dr the "big names" in their majority aren't particularly strong atm and kinda disappoint their fans.

Edited by SteveFrost

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58 minutes ago, SteveFrost said:

His and Kerri's kits (Envenom, Specialist talents) are showing their age I believe and something needs to be done about it.

EnvenomEnvenom lol.

Raynor is in dire need for a rework. Kerrigan, on the other hand, has been seeing her fair share of victories while using that neanderthal talent tree; pretty much like Sonya.

Edited by Valhalen

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9 hours ago, xevex said:

I seriously dont get why would any one pick Blade DanceBlade Dance the talent looks like the weakest of them all in that tier even Sudden VengeanceSudden Vengeance looks more appealing. Pin DownPin Down looks the best. But thats basically her basic attack build.

Actually, if you do the math, blade dance actually adds more damage than pin down when it’s fully complete. That probably changes with scaling, but it’s actually very hard to hit 3 enemies with Fan of Knives. Good enemies won’t stack, so there is a chance you will never complete the quest. 

Also, blade dance is very consistent, and hits often, while Fan of Knives can be a bit difficult to use to its full potential. It is also easily the best talent for her basic attack build, as it benefits from all of the buffs that increase her physical damage. In addition, it even does a respectable amount of additional damage to a single target if you use Fan of Knives on them while close to them. Sudden Vengeance looks great at first, but when you are playing against good players you will generally find it hard to hit them unless you are in melee range. There is also a very short time you have to activate the ability, and it forces you to use blink more offensively than you would otherwise, which can be detrimental in certain ways, to both your survivalability and enemies. On paper Blade Dance might look bad, but ingame and with a lot of comparison, it’s actually a good and competitive talent and the best one for the physical damage build.

I personally think the physical damage build on her is the strongest, especially when empowered with the blink granted armor at level 13 combined with the damage buff for keeping it up at level 16, and with Naishes Momento. That turns her into an extremely deadly melee assasain who with a fatal basic attack that can do significant damage to an enemy and punish any enemy near them significantly, in combination to her already powerful multi target damage with Fan of Knives and the 40 armor she can often keep up for a long time just makes her all that more deadly. And best of all, it gets rid of one of her lesser weaknesses; single target damage.

I just seem to find the Knives build pretty situational, due to the fact that it has little benefit on single target and is limited to multi target. The spirit build isn’t bad on either, but it’s also a bit situational as well. It does force you to use spirit of vengeance more offensively, which can be detrimental if it is used at the wrong time. Don’t get me wrong, it does good damage, but it just doesn’t stand out enough to me. However, the Shadow Armor talent at level 13 imo should always be taken no matter what build you use due to the highest average uptime. 

Feel free to agree or disagree with me, these are just my opinions, but they are up for discussion.

Edited by Maxkitty

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2 hours ago, Maxkitty said:

Actually, if you do the math, blade dance actually adds more damage than pin down when it’s fully complete. That probably changes with scaling, but it’s actually very hard to hit 3 enemies with Fan of Knives. Good enemies won’t stack, so there is a chance you will never complete the quest. 

I did the math. A half finished Pin DownPin Down adds as much dmg as Blade DanceBlade Dance. A fully finished Pin DownPin Down adds 81 additional spell dmg instead of 54 physical dmg that Blade DanceBlade Dance adds.
But indeed there are multiple other talents that will affect this talent. After getting Bonds of CorruptionBonds of Corruption it deals 66 dmg to pulled heroes. 
Still not as much as Pin DownPin Down. After getting Armored AssaultArmored Assault it does 72 dmg while the talent is proced. Combined with Bonds of CorruptionBonds of Corruption 90. So yeah it does more dmg to pulled heroes for 3 seconds after lvl 16. 

If i understand the talent correctly, if not this is just boogus and both talent deal same dmg but one must be completed for that.

Basically if the cap is 30% then Blade dance is better with the auto attack build if it caps with 45% then Pin Down is better overall. 

Alarak has some tricky quests but that doesnt mean they are impossible or even that hard. Fan of KnivesFan of Knives is a ranged ability and can be use from the bushes, etc. I certainly think that the quest is easier then Alaraks lightning and discord strike quests. Also you have Umbral BindUmbral Bind. If you manage to pull 4 heroes you complete the quest instantly. 

Well no matter how i look at it. The talent is situational you are not always in melee range when you are hitting your target with Fan of KnivesFan of Knives so everytime u use it from non-melee range, its the same as if you skip the talent tier. 

Edited by xevex

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1 hour ago, xevex said:

Basically if the cap is 30% then Blade dance is better with the auto attack build if it caps with 45% then Pin Down is better overall. 

It might be, I’ll have to test it. I feel like they are both good talents though. Blade dance has the advantage of being almost a free zera cleave instead of relying solely on aim, but the biggest advantage is that you get it early and can benefit from it instantly. I feel like at lower levels Pin Down might be the choice considering you can often hit 3 or more, but at higher levels maybe Blade Dance because people won’t clump up against Maiev as much so it will be harder to hit them or even tether them into a hit. 

Still remains to be seen which one is more chosen, better, and all the stuff that hotslogs shows us when she comes on live.

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12 hours ago, xevex said:

Basically if the cap is 30% then Blade dance is better with the auto attack build if it caps with 45% then Pin Down is better overall. 

After testing it out, it caps at 30%. So basically it does the same damage as Blade Dance but without the benefits of being increased in ways that the physical damage of Blade Dance has. That means Blade Dance is generally a much better talent, and it makes the auto attack build all that much more powerful than it's alternatives. The only disadvantage that I see for Blade Dance is how you need to be in melee to benefit, but that happens often anyways. The other thing that stands out in comparison to Pin Down is that you can benefit from it immediately, which can result in an early game advantage, and in some cases can lead to a win due to fights early on being won in ways that might have been different. 

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On 29.01.2018 at 11:48 PM, Stan said:

Pings: Ping icons that appear overhead have received updated visual effects.

i dont think that was necessary. cursor on the other hand.....

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1 hour ago, MasterKast said:

i dont think that was necessary. cursor on the other hand.....

It's still a nice-ish QoL kind of thing! 

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On 31/1/2018 at 4:55 PM, Valhalen said:

EnvenomEnvenom lol.

Raynor is in dire need for a rework. Kerrigan, on the other hand, has been seeing her fair share of victories while using that neanderthal talent tree; pretty much like Sonya.

When a Hero's talent tree is so bland,restrictive and doesn't do much to help the one-dimensional playstyle, it should get an overhaul regardless of current win % imho- she's basically another pre-rework Tyrael (talent choices measured by hand) right now, minus the popularity

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11 hours ago, Maxkitty said:

After testing it out, it caps at 30%. So basically it does the same damage as Blade Dance but without the benefits of being increased in ways that the physical damage of Blade Dance has. That means Blade Dance is generally a much better talent, and it makes the auto attack build all that much more powerful than it's alternatives. The only disadvantage that I see for Blade Dance is how you need to be in melee to benefit, but that happens often anyways. The other thing that stands out in comparison to Pin Down is that you can benefit from it immediately, which can result in an early game advantage, and in some cases can lead to a win due to fights early on being won in ways that might have been different. 

One other thing. Blade DanceBlade Dance does proc block talents. Same thing about blinds most likely. Her basic attack build is indeed most likely the best but i think she looks very versatile so im sure her spell dmg build will be as good if not better. Considering Fan of KnivesFan of Knives is faster then her basic attack if it hits 2 heroes. Well well see I have stocked up on gems and gonna buy her day one. Her Epic skins look sick! 

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36 minutes ago, xevex said:

One other thing. Blade DanceBlade Dance does proc block talents. Same thing about blinds most likely. Her basic attack build is indeed most likely the best but i think she looks very versatile so im sure her spell dmg build will be as good if not better. Considering Fan of KnivesFan of Knives is faster then her basic attack if it hits 2 heroes. Well well see I have stocked up on gems and gonna buy her day one. Her Epic skins look sick! 

Yeah I was so hyped I decided right away to buy gems in advance, and I might even go one step further and get more for her Epic Skins. I mean, who doesn't want to play one of the most iconic characters in Blizzard's history? 

Also I do in fact like her basic attack build the best. Then again I've only really played the builds against AI on the PTR due to ridiculous queue times, but considering it is somewhat easy for enemies to avoid stacking hard for you to take advantage of Fan of KnivesFan of Knives, I think the basic attack build is the best, ESPECIALLY because it turns Naisha's MementoNaisha's Memento into a killer talent that can break a teamfight into your favour. 

Then again, like you said, it remains to be seen. We have to wait and I'm certainly really hyped!

Edited by Maxkitty

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Do note I saw a stealth nerf to Maiev on the PTR. Her passive armor is down from 15 to 10 now. That’s pretty much it. In other words a relatively minor change.

Edited by Maxkitty

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14 hours ago, xevex said:

Her Epic skins look sick! 

Really? I find regular Maiev much more appealing than that Hellwarden skin. I particularly like the Ivory recolor.

Maiev_-_The_Warden_-_Ivory.jpg

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      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.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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