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Heroes of the Storm Maiev

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Oxygen, this choice of Bonds of JusticeBonds of Justice over Naisha's MementoNaisha's Memento makes little sense to me. Good players will always stay within the range of the ability, and even without this extra pull damage increase, people will still always stay within the radius to avoid being pulled. Also the cleave damage increase is not even close to the bouncing attack that Naisha's MementoNaisha's Memento yields. Naisha's MementoNaisha's Memento is also not too difficult to recharge and is a thousand times more devastating to an enemy formation than Bonds of JusticeBonds of Justice could possibly be. Furthermore, it is not even a popular talent. I don't know anybody that would possibly pick Bonds of JusticeBonds of Justice over Naisha's MementoNaisha's Memento. When these guides are updated, if this is truly what you think, I would like to hear exactly why you think Bonds of JusticeBonds of Justice is a superior talent, especially at higher levels of play, mainly because on PTR there is rarely such a thing as "high levels of play".

Edit: I was probably a bit harsh here, I'm sorry.

Edited by Maxkitty

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8 hours ago, Maxkitty said:

@Oxygen, this choice of Bonds of JusticeBonds of Justice over Naisha's MementoNaisha's Memento makes little sense to me. Good players will always stay within the range of the ability, and even without this extra pull damage increase, people will still always stay within the radius to avoid being pulled. Also the cleave damage increase is not even close to the bouncing attack that Naisha's MementoNaisha's Memento yields. Naisha's MementoNaisha's Memento is also not too difficult to recharge and is a thousand times more devastating to an enemy formation than Bonds of JusticeBonds of Justice could possibly be. Furthermore, it is not even a popular talent. I don't know anybody that would possibly pick Bonds of JusticeBonds of Justice over Naisha's MementoNaisha's Memento. When these guides are updated, if this is truly what you think, I would like to hear exactly why you think Bonds of JusticeBonds of Justice is a superior talent, especially at higher levels of play, mainly because on PTR there is rarely such a thing as "high levels of play".

I would argue for Bonds of Justice over Naisha's Memento just for the lack of any requirement to reset the cooldown. You can't always guarantee there's going to be 2 heroes near enough to each other to reset Naisha's Memento quickly and in a 1v1 it's impossible. Plus you're getting no benefit from the ability in a 1v1 because it only increases damage to bounce targets, not the target you're actually attacking. Bonds of Justice has no such requirement and a skillful player won't wait for enemies to walk outside the range to trigger the pull, they'll use Spirit of Vengeance's teleport to force it to happen if that's what they want. It also gets a lot easier to force the pull at higher levels because you can get movement speed increases from other talents. It's also sometimes impossible to avoid being pulled by the tether if you get CC'd by another player.

Your argument about Naisha's Memento providing superior dps is flawed as well because the bounces don't favor heroes, they just go for the next nearest target. If you're fighting in a lane with minions, mercs, or even structures nearby all that bonus damage may not help you win the fight at all because it could be getting soaked up by non-hero targets.

There's also the argument that Bonds of Justice increases ability and physical damage while Naisha's Memento only increase physical damage, which makes Bonds of Justice clearly superior against targets with access to Block and Physical Armor talents or passives and against enemies that can Blind you or have Dodge talents/abilities. Bonds of Justice also has no cap to the amount of bonus damage and the quest rewards are extremely simple to earn, just attack a nearby minion, merc, or structure when you use the ability and any heroes tethered will count as secondary targets.

Edited by Lorebot

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23 minutes ago, Lorebot said:

I would argue for Bonds of Justice over Naisha's Memento just for the lack of any requirement to reset the cooldown. You can't always guarantee there's going to be 2 heroes near enough to each other to reset Naisha's Memento quickly and in a 1v1 it's impossible. Plus you're getting no benefit from the ability in a 1v1 because it only increases damage to bounce targets, not the target you're actually attacking. Bonds of Justice has no such requirement and a skillful player won't wait for enemies to walk outside the range to trigger the pull, they'll use Spirit of Vengeance's teleport to force it to happen if that's what they want. It also gets a lot easier to force the pull at higher levels because you can get movement speed increases from other talents. It's also sometimes impossible to avoid being pulled by the tether if you get CC'd by another player.

Your argument about Naisha's Memento providing superior dps is flawed as well because the bounces don't favor heroes, they just go for the next nearest target. If you're fighting in a lane with minions, mercs, or even structures nearby all that bonus damage may not help you win the fight at all because it could be getting soaked up by non-hero targets.

There's also the argument that Bonds of Justice increases ability and physical damage while Naisha's Memento only increase physical damage, which makes Bonds of Justice clearly superior against targets with access to Block and Physical Armor talents or passives and against enemies that can Blind you or have Dodge talents/abilities. Bonds of Justice also has no cap to the amount of bonus damage and the quest rewards are extremely simple to earn, just attack a nearby minion, merc, or structure when you use the ability and any heroes tethered will count as secondary targets.

This makes sense. I guess it remains to be seen which one is both the more popular and more superior choice. I'd think Naisha's would be slightly better considering that in a teamfight it isn't that hard to hit 2 heroes with Q, but I see your point and do agree that they are both good choices. 

I'd only think Naisha's would be great because it synergises very well with the other AA talents that increase your basic attack damage. It really depends though, considering that sometimes it's not always about which one does more damage, instead it's often about which one does more to turn a teamfight in your favour. Again, that remains in question. I'd like to think both of these points are valid until then.

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15 minutes ago, Maxkitty said:

This makes sense. I guess it remains to be seen which one is both the more popular and more superior choice. I'd think Naisha's would be slightly better considering that in a teamfight it isn't that hard to hit 2 heroes with Q, but I see your point and do agree that they are both good choices. 

I'd only think Naisha's would be great because it synergises very well with the other AA talents that increase your basic attack damage. It really depends though, considering that sometimes it's not always about which one does more damage, instead it's often about which one does more to turn a teamfight in your favour. Again, that remains in question. I'd like to think both of these points are valid until then.

It's very composition and map dependent.

As long as the enemy team can't mitigate your AA damage, you can guarantee lots of team fights outside of lanes, and you can maximize uptime on Naisha's Memento it's probably the superior choice.

If the enemy team has a good amount of physical damage mitigation in general or there's a specific target with mitigation that you're going to need to primary, if you'll be fighting in lanes, or expect a lot of 1v1 dueling then Bonds of Justice is likely the better pick.

There's also the fact that Bonds of Justice is a huge power spike in the early game if you can get 5 tethers quickly. 150 bonus damage on an ability that does 110 damage as a base is a huge spike early on and can lead to some early snowballing if used properly.

Edited by Lorebot

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37 minutes ago, Lorebot said:

It's very composition and map dependent.

As long as the enemy team can't mitigate your AA damage, you can guarantee lots of team fights outside of lanes, and you can maximize uptime on Naisha's Memento it's probably the superior choice.

If the enemy team has a good amount of physical damage mitigation in general or there's a specific target with mitigation that you're going to need to primary, if you'll be fighting in lanes, or expect a lot of 1v1 dueling then Bonds of Justice is likely the better pick.

There's also the fact that Bonds of Justice is a huge power spike in the early game if you can get 5 tethers quickly. 150 bonus damage on an ability that does 110 damage as a base is a huge spike early on and can lead to some early snowballing if used properly.

It’s also notable that Naisha’s is extremely valuable going into the late game when team fights are very frequent and important. That doesn’t mean Bonds of Justice isn’t, but I think like you said, it’s more suited for an early game advantage. 

It really all depends. I do disagree that Naisha’s is listed as situational on this talent guide though. In my opinion they are both very viable options that have different advantages.

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Imho, Naisha's MementoNaisha's Memento is a VERY powerful talent overall; the ability for it to reset makes it even more deadly. I think whatever build you're going for it should alwatys be taken, being available that early, I think it will be moved to later tier.

As for it supposedly being "unreliable", if you can take advantage of the positioning of the target you want the bonus damage to hit, then.. voila! And most often than not, you should.

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1 hour ago, SteveFrost said:

Imho, Naisha's MementoNaisha's Memento is a VERY powerful talent overall; the ability for it to reset makes it even more deadly. I think whatever build you're going for it should alwatys be taken, being available that early, I think it will be moved to later tier.

As for it supposedly being "unreliable", if you can take advantage of the positioning of the target you want the bonus damage to hit, then.. voila! And most often than not, you should.

imo it's biggest drawback is that you can't control where the bonus damage goes, and it provides no bonus damage on the target you're actually hitting. It's a solid talent, but it has flaws that make it less useful for really high level play.

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1 hour ago, Lorebot said:

imo it's biggest drawback is that you can't control where the bonus damage goes, and it provides no bonus damage on the target you're actually hitting. It's a solid talent, but it has flaws that make it less useful for really high level play.

Generally when enemies are in a team fight, it can often bounce. Even though it doesn’t provide a damage increase to your primary target, it adds a lot of pressure to the enemy team’s positioning and can synergize very well with other physical damage talents. 

It’s like Cassia’s talent at level 1, that also bounces to enemies. It’s great just like that talent, but must be refreshed with your Q. Refreshing it isn’t too hard to do though, so you should be able to use it in most teamfights. Even though it might not prioritize heroes, it is still incredible in teamfights and skirmishes.

Bonds of Justice is usable, but it just feels a little lackluster in comparison to Naisha’s. At high levels of play there isn’t a huge disadvantage of taking Naisha’s. Even with Cassia high level players take that bounce talent. It’s really going to depend on what is more popular and used, but I personally think Naisha’s is too good to pass up.

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23 hours ago, Valhalen said:

Does anyone know if the bouncing damage from Naisha's MementoNaisha's Memento affects the refreshing of Shadow ArmorShadow Armor? @Oxygen, my dude?

I don't think it's really relevant, even if they did (which I didn't test); the bounces are really fast, and would only add like, .15 seconds of "refresh".

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14 minutes ago, Oxygen said:

I don't think it's really relevant, even if they did (which I didn't test); the bounces are really fast, and would only add like, .15 seconds of "refresh".

I think it's a great talent, more than just situational imo. Speaking of talents do you know when the guide will be updated? I don't mean to rush you at all but I'm just very curious because when I get on later today the first thing I'm doing is buying her and playing her all day long.

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I'm thinking of a ruin-your-opponents-gaming-experince comp, with Maiev, Chromie, Zeratul, Medivh and Anubarak.

They can't move, but they can't die either...

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Does anyone know if heroes hit by the physical damage component of lvl4 Blade Dance count towards hitting multiple heroes with Fan of Knives if they're not hit by the skill itself? It would make resetting Naisha's Memento or triggering the host of other talents that require you to hit 2 heroes with Fan of Knives be much easier against enemies that position well. You could blink next to 1 hero and then drop your Q on another, they both take damage but only one of them was in the skill shot part of the Q.

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One thing to note about Maiev with the launch patch is that her base armour was reduced to 10, but Armored AssaultArmored Assault still requires greater than 15 armour. This means that a single stack of Bladed ArmorBladed Armor will not grant Armored Assault's damage bonus; this may have been an oversight by Blizz, and if it's truly how it functions ingame, I suggest not taking Bladed Armor until it is patched.

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27 minutes ago, PixieKnight said:

One thing to note about Maiev with the launch patch is that her base armour was reduced to 10, but Armored AssaultArmored Assault still requires greater than 15 armour. This means that a single stack of Bladed ArmorBladed Armor will not grant Armored Assault's damage bonus; this may have been an oversight by Blizz, and if it's truly how it functions ingame, I suggest not taking Bladed Armor until it is patched.

The tooltip for Armored Assault in the game reads 'more than 10 armor of any kind' so a single stack of Bladed Armor would trigger it.

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5 hours ago, PixieKnight said:

One thing to note about Maiev with the launch patch is that her base armour was reduced to 10, but Armored AssaultArmored Assault still requires greater than 15 armour. This means that a single stack of Bladed ArmorBladed Armor will not grant Armored Assault's damage bonus; this may have been an oversight by Blizz, and if it's truly how it functions ingame, I suggest not taking Bladed Armor until it is patched.

This was adjusted.

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Pretty fun character. Kinda tricky with so many buttons  to keep your fingers on, but it's a nice combo. Increase your armour and decrease target armour to create a damage gap. I use mostly knives and chakram. The spirit talents seem fine for additional wave clear and safe sieging though.

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Hey, I'm sure you're planning to do it, but your tooltips for Vault of the Wardens and Armored Assault have the armor value wrong since it was changed with the live patch.

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Currently holding at a 65% winrate on hotslogs. I have never seen a hero with such a high winrate. She’s undoubtedly getting nerfed soon, just hopefully not destroyed.

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9 minutes ago, Maxkitty said:

Currently holding at a 65% winrate on hotslogs. I have never seen a hero with such a high winrate. She’s undoubtedly getting nerfed soon, just hopefully not destroyed.

 

Well Garrosh saw a similar spike and, while still remaining strong enough to demand a change, fell back to less ridiculous numbers when people adjusted. She needs some enabling(not much mind you) and she's countered by blinds and burst (I love Cassia for this stuff) or, like most heroes, well timed CC before she actually gets her own setup going.

 

All in all, really good guide, I just have little concerns about clarity. I know what you mean by "charges" on the lvl 20 talents, but those are the number times you must land the requirement for it to recharge and not actual charges, might be worth considering changing that. Also the level 16 Talents classification seems odd to me with regards to the discussion you make of them. Armored Assault is said to be superior and is Recommended and then, of the other 2, one is Situational, the other not recommended but the situational one seems to be the worst one according to the discussion, I don't understand why it is so

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I would say Blade DanceBlade Dance should be considered situational cuz i doubt it will yield more dmg then Pin DownPin Down may have quest but the actual dmg increase affects your dmg every time while the other option only affects your dmg while in melee range, Maiev might be resilient for an assassin but i doubt she can just melee 3 people without getting rekt. Nurok from Team Liquid agrees. 

3I9MQ2LSX2MC1517883194048.JPG

Also pls fix your Bonds of CorruptionBonds of Corruption reasoning because it doesnt provide any burst dmg buffs. Its a physical armor debuff. Translation: Heroic Basic attacks only. No spell dmg, no burst dmg. (unless youre playing fully stacked Butcher) 

This is also a good reason to switch up Dehaka who i dont see much synergy with Cassia whos Charged StrikesCharged Strikes can deal great deal of dmg with Bonds of CorruptionBonds of Corruption and if Maiev takes Naisha's MementoNaisha's Memento you have 2 heroes basic attacking the whole team for 3 seconds with a 25% bonus dmg not to mention Ball LightningBall Lightning has synergy with Umbral BindUmbral Bind too.

Also Shadow Orb: Shadow StrikeShadow Orb: Shadow Strike can not be wasted like you say in the description unlike Bonds of CorruptionBonds of Corruption which only lowers physical armor Shadow Orb: Shadow StrikeShadow Orb: Shadow Strike lowers both spell and physical armor.

Edited by xevex

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15 minutes ago, xevex said:

I would say Blade DanceBlade Dance should be considered situational cuz i doubt it will yield more dmg then Pin DownPin Down may have quest but the actual dmg increase affects your dmg every time while the other option only affects your dmg while in melee range, Maiev might be resilient for an assassin but i doubt she can just melee 3 people without getting rekt. Nurok from Team Liquid agrees. 

3I9MQ2LSX2MC1517883194048.JPG

Also pls fix your Bonds of CorruptionBonds of Corruption reasoning because it doesnt provide any burst dmg buffs. Its a physical armor debuff. Translation: Heroic Basic attacks only. No spell dmg, no burst dmg. (unless youre playing fully stacked Butcher) 

This is also a good reason to switch up Dehaka who i dont see much synergy with Cassia whos Charged StrikesCharged Strikes can deal great deal of dmg with Bonds of CorruptionBonds of Corruption and if Maiev takes Naisha's MementoNaisha's Memento you have 2 heroes basic attacking the whole team for 3 seconds with a 25% bonus dmg not to mention Ball LightningBall Lightning has synergy with Umbral BindUmbral Bind too.

Except for the fact that it's gated behind completing a difficult quest. And just because you need to be in melee range for Blade DanceBlade Dance, it doesn't at all make it a bad talent. In fact it's great. You will generally be diving into the enemy team with Maiev along with your team and that talent allows you to take advantage of being in melee. Also remember as Maiev, it's not often that you are going to want to poke the enemy team. If anything, you want to be able to dive in instead.

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Also, @Oxygen, I'd like to hear your opinion on the current state of Maiev. What do you think about her winrate? Do you think it's high because people don't yet know how to play against her? Is it because she may be overpowered? Or is it a bit of both? 

More importantly, do you think she is a bit overpowered right now? I'm guessing she will be nerfed a bit but I'm certainly hoping it's within fair limits. And after playing her she feels very impactful. 

I would really want to hear what you think. It might help give me some more insight on her current state and where she might end up.

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      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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