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Heroes of the Storm Maiev

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1 hour 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.

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.

Note that the tooltip for Blade Dance specifically states the aoe damage is physical damage, thus it becomes enhanced by Bonds of Corruption's physical armor reduction on pulled enemies. It also benefits from the 35% increased physical damage buff given by Armored Assault. So you get bonus damage when pulling enemies or when Blinking into them, and it's not gated behind a quest that's sometimes impossible to complete if the enemy team positions properly to counter you.

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2 hours ago, Maxkitty said:

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.

Obviously I'm not him but I might as well add my two cents as well.

From what I've seen from high level streams (Psalm has been loving her and putting up big numbers) plus my own experience with her (just an average player), I'd say it's a bit of both.  Maiev punishes players incredibly hard for clumping and moving in groups.  Since this is more or less the default comp/action, she's getting really high numbers right now (spamming fan of knives into 2+ heroes is stupid strong).  When people learn to draft loose or split comps against her (Abathur being the poster child for that and easily Maeiv's biggest counter alongside blind/dodge heroes) she'll lose quite a bit of her extreme edge.

On the other hand I do think it's also a bit of overtuning too.  She just hits so hard with both attacks and abilities, has amazing wave clear, and isn't squishy at all (especially with two evasions).  I fully expect her to get hit with a few nerfs.  That said they have been quite restrained with nerfing Hanzo overall recently so hopefully Maeiv gets similarly light nerfs over a few patches rather than getting the bat.

Regarding general Talent discussion, I've found the last three to be pretty set in stone.  Shadow Armor + Armored Assault + Huntress is just super good.  Her earlier talents have a bit more debate to them but not alot IMO.  Her stacking talents at 1 and 4 are simply not happening from my experience.  Hitting 3+ with Fan?  Getting extra tethers?  Enemy Players should be making sure that never happens (never mind often enough to stack these) or you're winning that game anyway, talent or no talent.  Most other options have at least some reason to look at them.

Edited by TSRD

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1 hour ago, Lorebot said:

Note that the tooltip for Blade Dance specifically states the aoe damage is physical damage, thus it becomes enhanced by Bonds of Corruption's physical armor reduction on pulled enemies. It also benefits from the 35% increased physical damage buff given by Armored Assault. So you get bonus damage when pulling enemies or when Blinking into them, and it's not gated behind a quest that's sometimes impossible to complete if the enemy team positions properly to

I know but you will obviously want to make a comp with maiev that works with her which makes the quest incredibly easy. For example: 1 DragonqueenDragonqueen into Umbral BindUmbral Bind into Wing BuffetWing Buffet into Fan of KnivesFan of Knives. If you pull 4 heroes you have your quest done. 
Blade DanceBlade Dance also does nothing for you if a low hp enemy is retreating. While Pin DownPin Down makes Fan of KnivesFan of Knives a pretty good midrange finisher. And you are not limited by being in melee range sometimes Blade DanceBlade Dance doesnt hit anything, sometimes it hits one hero. If it hits 3 youre will most likely die soon.

On the topic of if shes OP or not? Well her kit is OP, she is also equally hard. 

Edited by xevex

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4 minutes ago, xevex said:

I know but you will obviously want to make a comp with maiev that works with her which makes the quest incredibly easy. For example: 1 DragonqueenDragonqueen into Umbral BindUmbral Bind into Wing BuffetWing Buffet into Fan of KnivesFan of Knives. If you pull 4 heroes you have your quest done. 
Blade DanceBlade Dance also does nothing for you if a low hp enemy is retreating. While Pin DownPin Down makes Fan of KnivesFan of Knives a pretty good midrange finisher. And you are not limited by being in melee range sometimes Blade DanceBlade Dance doesnt hit anything, sometimes it hits one hero. If it hits 3 youre will most likely die soon.

On the topic of if shes OP or not? Well her kit is OP, she is also equally hard. 

We can always have different opinions about the talents. I personally disagree but I completely respect your opinion.

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53 minutes ago, Maxkitty said:

We can always have different opinions about the talents. I personally disagree but I completely respect your opinion.

Well im not exactly arguing that Blade DanceBlade Dance is worse talent just saying that the dmg is a lot of time situational. When you gank someone you will target someone squishy and they will immediately retreat you may manage to get a tether on them and get some hits bonus hit with the talent but youll get more bonus dmg with Pin DownPin Down it isnt melee. The problem is that it is a "not recommended" talent when a pro player is recommending it.

Edited by xevex

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1 hour ago, xevex said:

The problem is that it is a "not recommended" talent when a pro player is recommending it.

Again, this is that pro player's opinion, and it's just one person. Also, Maiev hasn't been out for more than a day, so trust me he could be overvaluing it. But in pro levels of play how likely is it that you will complete the quest? Pro players would certainly not be dumb enough to stack for a Maiev. And sure it doesn't require you to be in melee but when you dive into the enemy team you will almost always be in melee anyways.

Also don't be concerned about catching fleeing enemies. Maiev already has so many anti escape tools that there aren't many ways you can escape one that's focused on you.

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@Oxygen or any other moderator who might be able to take a look into this... 

"Naisha's MementoNaisha's Memento competes directly with Bonds of Justice with regards to increasing Maiev's area of effect damage. In late-game situations, and particularly with the Level 16 and 20 Talents Armored AssaultArmored Assault and Shadow Orb: HuntressShadow Orb: Huntress, Naisha's Memento is likely to provide more overall damage. As such, it may be a better choice on some of the more late-game oriented Maps such as Cursed Hollow, Garden of Terror, and Infernal Shrines."

This discussion of Naisha's as a talent is absolutely not describing it as situational. What is being said here is that Bonds of Justice is better for early game maps but Naisha's is better for late game situations. And yet, Bonds of Justice is the only talent listed as 'recommended'. The usefulness of Naisha's from my experience and from others is not one to be underestimated. And this is why, especially because of this description, I think it should be changed from situational to recommended. There aren't many scenarios where a good player can go wrong with this talent.

Edited by Maxkitty

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the nerf bat has landed...

https://us.battle.net/heroes/en/blog/21508378#heroes

Maiev

Divider_Hero_Maiev.png

Stats

  • Basic Attack Damage reduced from 162 to 150
  • Base Maximum Health increased from 2150 to 2236
  • Health Regeneration increased from 4.48 to 4.66

Abilities

  • Fan of Knives (Q)
    • Damage decreased from 180 to 170
  • Vault of the Wardens (D)
    • No longer grants passive Armor

Talents

  • Level 1
    • Naisha’s Memento (Active)
      • Bounces no longer deal bonus damage
  • Level 16
    • Armored Assault (Passive)
      • Physical Damage bonus decreased from 35 to 25%
      • Now activates if Maiev has any amount of bonus Armor

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Even after her nerf she's basically the new Garrosh. Banned in every single game. I really hope she doesn't get destroyed because of that, but I also hope Blizzard does something about that. Not being able to play a single game with her in ranked isn't very fun.

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On 2/11/2018 at 11:13 AM, Maxkitty said:

Even after her nerf she's basically the new Garrosh. Banned in every single game. I really hope she doesn't get destroyed because of that, but I also hope Blizzard does something about that. Not being able to play a single game with her in ranked isn't very fun.

Thats a little sad. Shes ridiculously easy to counter. Johanna can insta blind her which makes her Umbral BindUmbral Bind a useless ability. Ana can sleep her for the full duration of her Umbral BindUmbral Bind. Garosh/Junkrat/Alarak can displace her, its hard to displace someone when youre the one who gets displaced. Then you have hard CC and a ton of other counters for her. I seriously dont see a reason to first ban hero or second ban her.

What happend to Garrosh will most likely happen to Maiev? 
Why? People have no brains. Most heroes are not that hard to counter but people are just too stupid to even think of a way to counter on their own. 

For example pre-nerf Garrosh with his pull. Ana can sleep him very easily since hes a stationary target when pulling. But who does that? Even though its a pretty easy counter. Its just that majority of the playerbase is stupid and lazy. How many people actually let the target sleep instead of instantly waking them up for example? 

Umbral
bind can be missplayed by your team if you playing against Maiev. Very easily. 
Mosh Pit, Tormented Souls, Divine Storm, Twilight Dream, Furnace Blast, Poison Nova. 
On one hand the Maiev team is getting an opportunity because you are clustered together on the other hand they are too, otherwise there wont be any focus fire.

Edited by xevex

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1 hour ago, xevex said:

Thats a little sad. Shes ridiculously easy to counter. Johanna can insta blind her which makes her Umbral BindUmbral Bind a useless ability. Ana can sleep her for the full duration of her Umbral BindUmbral Bind. Garosh/Junkrat/Alarak can displace her, its hard to displace someone when youre the one who gets displaced. Then you have hard CC and a ton of other counters for her. I seriously dont see a reason to first ban hero or second ban her.

Yeah, and it sucks to not be able to play her in drafting games. She's an incredibly fun hero that can be countered but is also very powerful in skilled hands. She's just a liability when she's not in skilled hands. Like Alarak. Maybe in time the bans will start to shrink as people learn how to play against her but as of now people are just refusing to learn how to play against her and are banning her instantly. It's really sad. I hope it stops soon otherwise chances are Blizzard will react by nerfing her more which might just make her weak.

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6 hours ago, Maxkitty said:

Yeah, and it sucks to not be able to play her in drafting games. She's an incredibly fun hero that can be countered but is also very powerful in skilled hands. She's just a liability when she's not in skilled hands. Like Alarak. Maybe in time the bans will start to shrink as people learn how to play against her but as of now people are just refusing to learn how to play against her and are banning her instantly. It's really sad. I hope it stops soon otherwise chances are Blizzard will react by nerfing her more which might just make her weak.

Its really sad that the playerbase is so dumb. I never had problems with Garrosh and never understood why would anyone ban him. 
If i get thrown its because i overextended or my positioning sucked. The combo was never really the problem. Its just people are too stupid to even think of a way to play around that. The best hope for us right now is that some pros gonna misuses Maievs Umbral Bind and suddenly stupid sheeps will understand shes not even ban worthy. 

But as u say, in a good hands shes a menace, just like Genji or Alarak. But Maiev have more counters then Genji.

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I think Maiev is in a good spot now. Relatively easy to deal with if countered (although she still has outplay potential in her trait and W) and managable vs random composition.
People usually believe the first thing they hear, so even after nerf they think that Maiev has to be banned 24/7, but I think people will just play her less, since she requires a bit more of a thought and she'll stay as she is.
I personally wouldn't ban maiev, because first I know that hardly anyone can play her really well and second I have a bit of knowledge  on how to deal with her kit, so I'd rather ban relentless 'ETCC' or another hero that is already established in skilled players' hands like genji/hanzo.
 

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17 hours ago, Mefi said:

I think Maiev is in a good spot now. Relatively easy to deal with if countered (although she still has outplay potential in her trait and W) and managable vs random composition.
People usually believe the first thing they hear, so even after nerf they think that Maiev has to be banned 24/7, but I think people will just play her less, since she requires a bit more of a thought and she'll stay as she is.
I personally wouldn't ban maiev, because first I know that hardly anyone can play her really well and second I have a bit of knowledge  on how to deal with her kit, so I'd rather ban relentless 'ETCC' or another hero that is already established in skilled players' hands like genji/hanzo.

The nerf balanced her, instead of completely destroying her gameplay. She is very team dependant, so where her niche is.

I just hope they don't give her the Garrosh treatment in the future. I barely see Maiev on QM anymore, though. I maining the shit out her, however.

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Whether she'll get nerfed to the ground depends on how solid her initial design is. Garrosh for example was too good in many areas (hard to kite, decent damage, cc which punishes even slight mistakes and very resilient, especially with support), now he's got his niche as a supportive tank which helps some tanks engaging and is able to peel his backline and that's fine.

My favourite example of a poorly designed hero is Chen. Don't get me wrong, he's cool and I somehow enjoy playing him in QM, because people these days don't even know what he's capable of or they simply lack a proper team composition.
His kit is what you would expect rather from assassin, but instead of high damage, he's got high HP pool and regen/damage mitigation via evade/channeled abilities.
He can never be too good with his current state, because of numerous hard CC sources these days and his poor crowd control effects are outclassed by almost every single tank. But any more numbers(i.e. damage) on his kit and he wouldn't care about his main weaknesses at all, because he would be just an ultra beefy assassin, which is very hard to deal with.

My point is, sometimes you can't balance heroes just by numbers. If they would nerf Maiev even more at this point, then it'd mean there is some serious design flaw with her kit and she'll need rework, but I doubt it would happen.
I think she's in a similiar spot as Zeratul. A ganking assassin, which also has a very useful utility in teamfights.

Edited by Mefi

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On 05/02/2018 at 3:35 PM, 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?

Let me make another question related to Naisha's MementoNaisha's Memento: does the bounces affect the recharge of Shadow Orb: HuntressShadow Orb: Huntress?

Edited by Valhalen

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On 2/19/2018 at 7:02 AM, Valhalen said:

Let me make another question related to Naisha's MementoNaisha's Memento: does the bounces affect the recharge of Shadow Orb: HuntressShadow Orb: Huntress?

This is actually a good question. I'd suggest maybe going into try mode against TLV to test it. If it does then that makes the talent all the more viable for late game matches, even when it's already a powerhouse talent when combined with the other AA talents. 

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The nerfbat has hit again, but I believe Maiev to still be a powerful hero, probably still prime tier. Her massive utility, mobility, survivalability (still hard to kill) and damage is awesome to any comp and even with the reduced Q damage it is still a very powerful ability. Still expecting her to pull in many picks and bans and hold a winrate above 50%.

Edited by Maxkitty

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I disagree and I would put Maiev in core tier. She doesn't have the survivability to justify her one trick playstyle anymore. Today, I played against Maiev twice and we just destroyed them. Not sure if it because of the nerf but I am definitely less afraid than before.

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10 hours ago, Trensicourt said:

I disagree and I would put Maiev in core tier. She doesn't have the survivability to justify her one trick playstyle anymore. Today, I played against Maiev twice and we just destroyed them. Not sure if it because of the nerf but I am definitely less afraid than before.

Thing is though, with a high skill cap, there is a large difference between a good Maiev and a bad one. You probably just got a bad one but I believe her kit to be powerful amongst high levels.

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Hey @Oxygen, I feel like the talent recommendations are a little out of date and aren't very 'on par' with the talent build advised. Also, as time has gone by I see more people taking up a Fan of KnivesFan of Knives build. Right now I'm seeing an extreme 50/50 diversity between the knives build and the physical build.

Basically I think it would be nice to update discussions and talent suggestions, considering Maiev has seen much more gameplay and people have adapted to different builds.

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I've seen many people choosing Elune's WrathElune's Wrath over Bonds of CorruptionBonds of Corruption even with the physical build. I've played with it and find much more success with it in most games. It might be very situational and only impactful in teamfights, but Maiev is ALWAYS meant to be in all teamfights anyways, so it really isn't a dead talent. It severely increases the punishment Fan of KnivesFan of Knives can do if the enemy mispositions for even a split second, and being relatively easy to hit at least 2 heroes with it, it makes the talent quite impactful. In fact, what makes it so powerful is that it alone is about 50% of the damage of Fan of KnivesFan of Knives and it becomes super powerful when you can get many resets. 

Another thing that might make Elune's WrathElune's Wrath better than Bonds of CorruptionBonds of Corruption is that it is much more consistent. Bonds can also be thwarted by not triggering the pull, which significantly devalues the strategy of "holding" the tether. Also, by now, many people know how to avoid being pulled by not running out of the tether. It wouldn't be easy to successfully pull enemies in master leagues either. In addition, lots of times, pulling an enemy with the Bonds talent won't matter too much, because chances are, if the enemy is caught in a dangerous position and pulled while your allies are with you, they will most likely die due to follow-up burst damage. Also, do note that the armor reduction is only physical and enhances only AA's and Blade DanceBlade Dance damage. 

I would like to see these talent choices updated. It's been a month since this was last updated and since then things have changed. Many talents deserve status changes and their discussions should be updated. I would also think that Elune's WrathElune's Wrath should be considered situational, at least, and possibly even recommended alongside Bonds due to it's consistency in teamfights that Maiev would obviously want to be part of. 

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8 hours ago, Maxkitty said:

I've seen many people choosing Elune's WrathElune's Wrath over Bonds of CorruptionBonds of Corruption even with the physical build. I've played with it and find much more success with it in most games. It might be very situational and only impactful in teamfights, but Maiev is ALWAYS meant to be in all teamfights anyways, so it really isn't a dead talent. It severely increases the punishment Fan of KnivesFan of Knives can do if the enemy mispositions for even a split second, and being relatively easy to hit at least 2 heroes with it, it makes the talent quite impactful. In fact, what makes it so powerful is that it alone is about 50% of the damage of Fan of KnivesFan of Knives and it becomes super powerful when you can get many resets. 

Another thing that might make Elune's WrathElune's Wrath better than Bonds of CorruptionBonds of Corruption is that it is much more consistent. Bonds can also be thwarted by not triggering the pull, which significantly devalues the strategy of "holding" the tether. Also, by now, many people know how to avoid being pulled by not running out of the tether. It wouldn't be easy to successfully pull enemies in master leagues either. In addition, lots of times, pulling an enemy with the Bonds talent won't matter too much, because chances are, if the enemy is caught in a dangerous position and pulled while your allies are with you, they will most likely die due to follow-up burst damage. Also, do note that the armor reduction is only physical and enhances only AA's and Blade DanceBlade Dance damage. 

I would like to see these talent choices updated. It's been a month since this was last updated and since then things have changed. Many talents deserve status changes and their discussions should be updated. I would also think that Elune's WrathElune's Wrath should be considered situational, at least, and possibly even recommended alongside Bonds due to it's consistency in teamfights that Maiev would obviously want to be part of. 

You bring some valid points, but I think there are more things to consider. In an oriented team and with the right composition, Bonds of CorruptionBonds of Corruption is vastly superior, because it will enhance the damage of the entire team due its armor debuff; if you have another Hero that can consistent basic attacks, it is a great option (and with a Physical Damage build for Maiev, you should ideally have another one). Plus, oriented teams will know when to follow up properly so you can pull enemy Heroes with Umbral BindUmbral Bind.

Elune's WrathElune's Wrath, on the other hand, is much more situational, because it requires you to hit at least two targets with Fan of KnivesFan of Knives, which is not always guaranteed. Plus, the stars from this talent are counted as Spell Damage, which counters the idea of a Physical-oriented build; plus its damage is not that great when compared with a debuff that will affect the entire team damage output.

I can see Elune's WrathElune's Wrath being very useful in a Fan of KnivesFan of Knives oriented build, such as this one, where you can maximize its damage potential. This is an incredibly powerful build if you have Ana with Nano BoostNano Boost in your team.

Edited by Valhalen

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      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
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing 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. 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. Lt. Morales 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. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. 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. 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. 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. 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. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
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    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      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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