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Maiev Balance Changes: Feb 9

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A new patch is now live with changes to Maiev. The Warden's survivability was higher than intended, which allowed her to get a lot of resets on Fan of KnivesFan of Knives. As a result, Blizzard removed the armor gain from Vault of the WardensVault of the Wardens and slightly lowered her damage output.

Blizzard LogoBlizzard (Source)

Our most recent Heroes of the Storm patch is now live containing balance changes to Maiev, The Warden.

Heroes

Assassin

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

Talents

  • Level 1
    • Naisha's MementoNaisha's Memento (Active)
      • Bounces no longer deal bonus damage
  • Level 16
    • Armored AssaultArmored Assault (Passive)
      • Physical Damage bonus decreased from 35 to 25%
      • Now activates if Maiev has any amount of bonus Armor
Developer Comment: Maiev has arrived in the Nexus and seems to be obliterating her foes (as she should) but is slightly deadlier than we intended. The Warden’s survivability is currently too high, which allows her to get tons of resets on Fan of KnivesFan of Knives while ignoring enemy threats. To address this, we’re removing her armor gain from Vault of the Wardens, while slightly lowering her damage output so that she has to stick around in the fight a little longer to take down her opponents. After these changes, we’ll continue to keep an eye on Maiev to be sure that she has enough survivability to perform her melee Assassin role, without it feeling like her enemies have little-to-no options for counterplay.

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What is the point of a PTR... to gather data. Every pro player or streamer, or even casual, that played her on it could tell she was busted. How did she make it live with zero changes. They need to probably still do more CD work on her skills. Q resets WAY too easy and D is way too short. but at least this is a start.

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28 minutes ago, SMOrcMan said:

I really wish they'd do some more changes to worse heroes. Every balance update seems to affect the overall better heroes.

If they make all the characters weak then none will be op :)

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I'm glad they took away that armor, it was too much in my opinion. Also AA damage was too high, didn't even needed to use skills to kill some squishies.

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2 hours ago, SteveFrost said:

Perhaps, but now it'll become situational

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

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16 hours ago, Maxkitty said:

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

The bonus damage helped you clear waves and push faster and skirmish/teamfight better that's why it hurts so bad imho. Now, it just adds up a bit of aoe damage, like giving your autos splash (cleave), Reminds me the treatment SlipstreamSlipstream got which, with all the consecutive nerfs, became pretty much the definition of useless talent. Not saying Naisha's MementoNaisha's Memento became like that, but like you said, it lost a lot of its value (and if they touch it one or more times, it'll probably have the same fate) I think it's only worth now if you go for aa build (while prior I believed it to be the best choice no matter what, it offered so much that early in the tree).

Edited by SteveFrost

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1 hour ago, SteveFrost said:

The bonus damage helped you clear waves and push faster and skirmish/teamfight better that's why it hurts so bad imho. Now, it just adds up a bit of aoe damage, like giving your autos splash (cleave), Reminds me the tratment SlipstreamSlipstream got which, with all the consecutive nerfs, became pretty much the definition of useless talent. Not saying Naisha's MementoNaisha's Memento became like that, but like you said, it lost a lot of its value (and if they touch it one or more times, it'll probably have the same fate) I think it's only worth now if you go for aa build (while prior I believed it to be the best choice no matter what, it offered so much that early in the tree).

In terms of builds it looks like it's down to AA and Q builds now. I still think an AA build is the best just because it can really hurt a team comp and takes away a bit of her lack of ST damage. But it's certainly something worth watching for, considering the optimal and most used build can change very quickly.

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I knew she was going to get nerfed. She is way too strong, pre-nerf Garrosh levels of power with Umbral BindUmbral Bind defining team fights. With the first 3 days of release she was sitting at 65% win rate, which is pretty high (though we all know that Hotslogs can't be 100% trusted). I'm surprised (and relieved) they didn't rework her Umbral Bind to inflict stun rather than pull opponents (like they did to Garrosh's GroundbreakerGroundbreaker), but I wouldn't be surprised if they did that to her in the future.

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). While I'm not concerned about the nerfs, I'm glad they didn't just nerf her, but rather tweaked to get some balance. The changes to Armored AssaultArmored Assault were pretty good.

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I bought and played Maiev after these nerfs and having not played her before this point. She feels relatively ok. I feel like I can output a ton of damage to a lot of enemies but that is inherently a flaw since if I am against multiple people, then they're going to focus me and i'm going to die as a result.

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That's kinda the point of the adjustment, she CAN be focused down. She was really hard to kill pre adjustment. From the previews (youtube mainly) it seemed like they wanted an assassin that could be powerful if played correctly. Then they seemed to have given us a hero that almost ANYONE could bring out that power. QM ended up being heavily tilted in favor of the team that had her in it. 

Edited by Neain2008
capitalization

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8 hours ago, leapingshadow said:

I bought and played Maiev after these nerfs and having not played her before this point. She feels relatively ok. I feel like I can output a ton of damage to a lot of enemies but that is inherently a flaw since if I am against multiple people, then they're going to focus me and i'm going to die as a result.

Do keep in mind that with good tanks and healers as well as good skilled use of Vault of the WardensVault of the Wardens, she can avoid many powerful CC abilities and stay alive while inflicting tremendous amounts of damage to the enemy team.

11 hours ago, Valhalen said:

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). 

She's more balanced now, but I still like to think of her as game defining in the hands of a skilled player. The main reason you are seeing less Maievs is the same reason as to why you would see less of any specific hero after a nerf. People think they aren't as worth playing as they used to be. But do keep in mind her base kit is extremely powerful, and many of her talents remain powerful too, even if they are less so than they used to be.

11 hours ago, Valhalen said:

I'm surprised (and relieved) they didn't rework her Umbral Bind to inflict stun rather than pull opponents (like they did to Garrosh's GroundbreakerGroundbreaker), but I wouldn't be surprised if they did that to her in the future.

I really hope they never do that to her. That change may have relieved us of the 'Garrosh Frenzy', but it ultimately destroyed him. I don't think they will do that to her in the future though, considering there are ways of avoiding being pulled. But turning it to a stun would make the ability worthless, as having to run out of range to stun an enemy would be very weak. I also think Blizzard would be careful about any changes to Maiev, because I'm sure even they would understand that nerfing one of the most iconic Blizzard characters ever into oblivion would make many players very angry. But, time will tell with her. As of now, it looks like the intention is in fact for her to be game defining, just not broken.

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10 hours ago, Maxkitty said:

Do keep in mind that with good tanks and healers as well as good skilled use of Vault of the WardensVault of the Wardens, she can avoid many powerful CC abilities and stay alive while inflicting tremendous amounts of damage to the enemy team.

It's probably just the fact that the games I play are in Quick Match and i'm not that great so a decent team and team build aren't there.

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3 hours ago, leapingshadow said:

It's probably just the fact that the games I play are in Quick Match and i'm not that great so a decent team and team build aren't there.

Maiev can be pretty hard to use if you solo queue on QM. I recommend queueing with at least 2 people so you have some team synergy and get more follow ups; because Maiev can become pretty useless if she is the only Hero with some kind of crowd-control (which is not uncommon to see on QM where you see Hanzo and/or Genji on every match).

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On 2/9/2018 at 11:58 PM, Maxkitty said:

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

Bonds of JusticeBonds of Justice stacks are incredibly forgiving. Having 10 stack doubles the pull dmg late game and it can stack into infinity. After you get Cruel ChainCruel Chain the dmg you deal by pulling becomes ridiculous. These 2 have incredible synergy. 

On 2/10/2018 at 4:57 PM, Valhalen said:

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). While I'm not concerned about the nerfs, I'm glad they didn't just nerf her, but rather tweaked to get some balance. The changes to Armored AssaultArmored Assault were pretty good.

Less wait times for us, Right? I agree her basic attack build was just overtuned. Most of the time i run the Chop-Chop build. 
https://www.icy-veins.com/heroes/talent-calculator/maiev#30.0!1112111

11 hours ago, Valhalen said:

Maiev can be pretty hard to use if you solo queue on QM. I recommend queueing with at least 2 people so you have some team synergy and get more follow ups; because Maiev can become pretty useless if she is the only Hero with some kind of crowd-control (which is not uncommon to see on QM where you see Hanzo and/or Genji on every match).

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

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4 hours ago, xevex said:

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

I giggled a little bit because of how true that statement is.

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6 hours ago, xevex said:

Bonds of JusticeBonds of Justice stacks are incredibly forgiving. Having 10 stack doubles the pull dmg late game and it can stack into infinity. After you get Cruel ChainCruel Chain the dmg you deal by pulling becomes ridiculous. These 2 have incredible synergy. 

Less wait times for us, Right? I agree her basic attack build was just overtuned. Most of the time i run the Chop-Chop build. 
https://www.icy-veins.com/heroes/talent-calculator/maiev#30.0!1112111

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

I have mixed feelings about Cruel Chain because the bonus damage is wasted if you spend too much time trying to get as many stacks as possible and the enemy end up not being pulled. When it does work, it's awesome, though.

Personally, I like running Maiev with this build alongside a friend of mine that mains ETC solely because of Block PartyBlock Party, which will trigger Armored AssaultArmored Assault. Also, Mosh PitMosh Pit is fantastic at getting those Fan of KnivesFan of Knives resets. I'd say ETC is arguably the best pair for Maiev, alongside Uther.

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4 hours ago, Valhalen said:

I have mixed feelings about Cruel Chain because the bonus damage is wasted if you spend too much time trying to get as many stacks as possible and the enemy end up not being pulled. When it does work, it's awesome, though.

Thats where Elune's WrathElune's Wrath comes in. It basically doubles the stack you get from Fan of KnivesFan of Knives. So you need to hit like 2 times and you still have 1.5 seconds to pull with 25% increased movement speed, not to mention the range of Fan of KnivesFan of Knives is pretty forgiving so you can even get the stacks from the edge of the pull. 

Imo people are majorly overestimating her basic attack build. Her basic attacks are slow and dont deal as much dmg as Fan of KnivesFan of Knives. Trying to deal dmg with basic attacks usually gets me killed fast. It may be powerfull with Shadow Orb: HuntressShadow Orb: Huntress but until then i feel like its pretty suicidal. Fast chopping gets you the dmg in a short time and you can retreat if you need to, basic attacks are just too slow before Huntress. 

I also dont understand why is Naisha's MementoNaisha's Memento a optional talent in the guide lol. A basic attack build with out it is not even worth doing. 

5 hours ago, Maxkitty said:

I giggled a little bit because of how true that statement is.

Sad thing is. That Maiev is the same in QM. You jump in chain people, pull them then get focused down while your teammates are watching behind you doing nothing. I seriously dont get people. When i see someone jump in, i jump in too, its natural. Im not talking about being overextended plain as day, in that case its better to just the "hero" die alone but a normal dive i follow up its always the right option.

Edited by xevex

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1 hour ago, xevex said:

Thats where Elune's WrathElune's Wrath comes in. It basically doubles the stack you get from Fan of KnivesFan of Knives. So you need to hit like 2 times and you still have 1.5 seconds to pull with 25% increased movement speed, not to mention the range of Fan of KnivesFan of Knives is pretty forgiving so you can even get the stacks from the edge of the pull.

Hmm, that's interesting. I had no idea that Elune's Wrath contributed to Cruel Chain's bonus damage. That should be noted in the guide, definitely.

1 hour ago, xevex said:

Imo people are majorly overestimating her basic attack build. Her basic attacks are slow and dont deal as much dmg as Fan of KnivesFan of Knives. Trying to deal dmg with basic attacks usually gets me killed fast. It may be powerfull with Shadow Orb: HuntressShadow Orb: Huntress but until then i feel like its pretty suicidal. Fast chopping gets you the dmg in a short time and you can retreat if you need to, basic attacks are just too slow before Huntress. 

I also dont understand why is Naisha's MementoNaisha's Memento a optional talent in the guide lol. A basic attack build with out it is not even worth doing. 

Her attack speed is average, at 1.11, while her basic attack damage is 150 (at level 1), which is the third highest of all Assassins, after Trhall (172) and Ragnaros (171). Even in the Physical Damage build, I'd consider Bonds of Justice superior than Naisha's Memento once the quest is completed, which is not hard to do.

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9 hours ago, xevex said:

Sad thing is. That Maiev is the same in QM. You jump in chain people, pull them then get focused down while your teammates are watching behind you doing nothing. I seriously dont get people. When i see someone jump in, i jump in too, its natural. Im not talking about being overextended plain as day, in that case its better to just the "hero" die alone but a normal dive i follow up its always the right option.

That's generally what QM lacks; cooperation. Unless you go in with a party of 5, it's likely you aren't going to find much strategy or cooperation at all. And Maiev is still banned almost all the time in any draft mode even after her nerfs so it's very unlikely you will get to play her unless you are first pick and are lucky enough to see her get past the first bans.

7 hours ago, Valhalen said:

Even in the Physical Damage build, I'd consider Bonds of Justice superior than Naisha's Memento once the quest is completed, which is not hard to do.

I personally like Naisha's MementoNaisha's Memento better just for it's niche in being able to stand out in teamfights. Even if Bonds of JusticeBonds of Justice has the advantage of being effective against a single target, I do feel that it doesn't have the pure teamfight power than Naisha's does. If you are playing against good players too, they will try their very best to not stack as to avoid getting many people pulled by Umbral BindUmbral Bind, ultimately limiting the amount of stacks you can get. Also do note that the bounce range for the attacks given from Naisha's is very decent. However this is just my opinion, and I'm not going to judge anyone who likes Bonds of Justice more. Opinions are very valuable, and I'll be careful to only challenge them occasionally to spark discussion, instead of cutting them out of the picture and devaluing them. 

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      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      The latest content patch with D.Va & Gazlowe reworks, ARAM Mode, and a brand new Nexus Anomaly is live.
    • By Stan
      Blizzard Press Center has been recently updated with new skins coming in the latest patch, Enforcer tints, and the Tamed Ravasaur mount which will be rewarded from winning 35 games in Ranked Play in the new Season.
      The CraftWars and Hero Reworks entry in the Press Center requires a login, but Redditor Gnueless found out that you can simply scroll down the page and see everything.
      Anduin

      Rexxar/Misha

      Artanis

      Arthas

      Blaze + Bunker

      D.Va Micro Missiles

      Gazlowe

      Illidan

      Invincilisk Mount

      Kul Tiras Iron Kite Mount

      Mei

      Murky

      Uther

      Most of the new skins will arrive with the latest patch, but there are also three interesting Enforcer tints for the existing skins, these include:
      Bionic Enforcer Johanna

      Russet Watchdog Greymane

      Neon Paramedic Morales

      Tamed Ravasaur Mount
      You can get the following mount as a reward in the upcoming Season.



    • By Stan
      Heroes of the Storm Senior Game Designer David Warner talks about the D.Va rework coming in the next patch.
      (Source)
      What do you get when you mix a professional gamer from the future, energy drinks, a huge mech, and tabletop roleplaying game archetypes? According to David Warner, senior game designer on the Heroes of the Storm team, the outcome of this amalgamation is the brand-new D.Va rework, releasing with Heroes of the Storm’s upcoming patch.
      We caught up with Warner to hear more about everyone’s favorite MEKA pilot and what it’s like to rework heroes.
      For Warner, game design is like a constantly-changing jigsaw puzzle with an unknown number of parts. Trying to suss out the best direction to take a design is a point of frustration, but when all of the pieces seamlessly connect, it brings him an unparalleled feeling of fulfillment.
      “Personally,” Warner says, “the best feeling is when you finally get all the segments of a particular build in place and you start getting feedback about how fun and cool it is from people that don’t normally play that character. Nothing means more than getting an email after a rework talking about how cool X and Y were and how they can’t wait to try Z next game!”
      The team carefully considers each piece of the hero rework puzzle as they flesh out a character to have more diversity and synergy while preserving their core gameplay. After they decide which hero to revamp, the team digs in to identify which areas need the most TLC. While it’s easy enough to look at the pick-win rates of heroes’ talents and their success with various matchups to pinpoint issues, what is and isn’t working about a hero’s fulfillment of player fantasies and their identity as a unique character is harder to recognize and define than the ones and zeros of statistical game data.
      “While I consider both data and hero identity for a rework, I usually start by digging into lore, which almost always yields some gameplay angles to pursue,” says Warner. “For example: with D.Va it was obvious there needed to be a talent that involved shooting your pistol at your Mech with Big Shot because that was an unforgettable moment from her Overwatch cinematic. This cool lore moment became the Nuclear Option talent at level 4, which drastically changed the availability of Self-Destruct, effectively creating a whole new build path by itself.”

      Warner also looks at what he calls the memetic identity of the game’s heroes, looking at how they’re perceived by the community to see what sorts of reactions they elicit and memes they generate. “D.Va is a pro gamer, but she’s also got this over-the-top ‘gremlin’ meme identity that took on a life of its own where she’s hopped up on energy drinks and Doritos,” says Warner. “It might sound stupid, but all of the ridiculous memes I saw led to the Liquid Cooling and Timing Attack talents and levels 1 and 20 respectively because I thought to myself, ‘If this meme were a talent, what would it look like?’”
      While exploring the memes D.Va spawned provided valuable insight and aided the team in reworking her identity and skills to give them unique flavor, the extreme gamer energy and empty drink cans comprise only a part of who she is. To figure out other aspects of her character and gameplay, Warner swapped his perspective to that of a Dungeon Master.
      “Pen-and-paper game archetypes have been explored and iterated upon for decades, and I find them tried and true,” says Warner. “I view D.Va as an amalgam of the Berserker and Knight archetype. She wants to get in your face and expend health for bursts of offensive power like a Berserker while also being a defensively oriented anchor point for your team, like an archetypical Knight would. So how does that translate, gameplay-wise? An example is the Full Metal talent at level 1 being more of a Berserker option, since it expands and rewards your ability to get in close melee, while Pro Moves is more of a Knight option because it encourages you to stick close to the team and soak damage. That line of thought continues throughout the talent tree, allowing D.Va to flex or sharpen either of these roles as she sees fit.”
      The team approached D.Va’s rework with three main goals in mind: to make her talent choices more compelling and meaningful, to help her become a traditional ‘bruiser’ and give her more of an edge against solo laners, and to avoid pigeonholing players into having to choose either a Mech or Pilot Heroic. Some of the goals proved more difficult than others to accomplish, leading to rounds of tinkering and design iteration that made D.Va a bigger project than most other hero reworks.
      “The hardest part was balancing the relationship between her offensive strength and defensive strength,” says Warner. “It’s very easy for D.Va to hit the ‘salt wall’ and make other players angry because of the combination of being highly mobile, having massive damage reduction, and having multiple regenerating health bars. All of these things are easy to exploit by D.Va players and have low potential for counter-play by many other Heroes in the roster. It took a lot of tinkering to balance these vectors.”
      Now, with her rework complete, D.Va emerges from her Dorito-dusted chrysalis and takes flight once more in her refurbished Mech, ready to mow down enemies and flaunt her KDA in style.
      As one of the least played Heroes in the roster, Warner hopes that her rework will change players’ perceptions of her being a “wasted” pick. “She’s got a unique playstyle and has more versatility talentwise, so I hope she’ll find a permanent place in the meta,” says Warner. “I think die-hard D.va fans are going to enjoy finally having multiple builds to choose from as well as new tools that increase her skill ceiling.”
    • By Stan
      In the latest patch, Blizzard has reworked D.Va and Gazlowe. A new Nexus Anomaly allows everyone (except for Deathwing and Gall) to become Unstoppable for 1 second on a 5-minute cooldown, and new "Worlds Collide" skins were added.
      The patch will be available for testing for one week. Check out the full patch notes for more details.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until the week of September 7, PDT. 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:
      Nexus Anomaly General Collection Storm League Heroes Rework: D.Va Heroes Rework: Gazlowe Heroes Bug Fixes Nexus Anomaly
      New Nexus Anomaly - Gladiator's Medallion Heroes now start the game with a new item on their action bar, the Gladiator's Medallion. The Gladiator's Medallion can be activated to become Unstoppable for 1 second. The cooldown is 300 seconds (5 minutes). Deathwing and Gall do not start with a Gladiator's Medallion. All 3 of The Lost Vikings gain the effect of the Medallion when activated. Return to Top
      General
      Introducing ARAM Mode With the Patch H.52, we're replacing Heroes Brawl mode with the new ARAM - All Random All Mid mode. ARAM mode key features: The map pool for ARAM mode consists of four one-lane maps. There are no additional objectives on the ARAM maps: destroy the enemy's Core to win. As match starts, every player must pick one out of three randomly selected heroes. Think fast: you have only 30 seconds! Hearthstones are disabled, and starting area does not regenerate health. Unlike Heroes Brawl, there's no dedicated Weekly Quest exclusive to this mode. Instead, ARAM games contribute to Daily Quests and Special Event Quests progress. Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Worlds Collide Bundle Interdimensional Fusion Bundle Terran Alliance Bundle Draenei Executor Artanis Skin Pack King of Blades Arthas Skin Pack Mineral Harvester Gazlowe Skin Pack Necrotoplogist Mei Skin Pack Invincilisk Bundle Returning Bundles (Limited Time Only!) Baby-Face Orphea Bundle Big Shot Sgt. Hammer Bundle Getaway Sidecar Bundle Raccoon Bundle Showstopper Whitemane Bundle Wiseguy Junkrat Bundle New Skins King of Blades Arthas Venomous King of Blades Arthas Lavawrought King of Blades Arthas Draenei Executor Artanis Royal Draenei Executor Artanis Darksteel Draenei Executor Artanis Emperor of the Dominion Anduin Glorious Emperor of the Dominion Anduin Studious Emperor of the Dominion Anduin Necrotopologist Mei Frostbitten Necrotopologist Mei Devilish Necrotopologist Mei Mineral Harvester Gazlowe Firebat Mineral Harvester Gazlowe Rich Mineral Harvester Gazlowe Galvanic Fel Reaver Blaze Angelic Medic Uther Angelic Raider Rexxar Acid Apothecary Morales Earthy Grunty Murky Scorch Spectre Illidan Shining D.Va New Mounts Invincilisk Slimeheart Invincilisk Sulphurous Invincilisk Iron Kite Stormgarde Iron Kite Kul Tiras Iron Kite New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      Seasonal Quest Line win requirements have been reduced in Season 4.
      Steps and Rewards in Season 4 of 2020 5 Wins: Craft Wars Chest 10 Wins: Rare Craft Wars Chest 20 Wins: Epic Craft Wars Chest 35 Wins: Tamed Ravasaur Mount 35 Wins: Eligibility for End of Season 4 Rewards and Grand Master Leaderboards Storm League Reward Mounts The final reward of the 2020 Season 4 Questline will be the Tamed Ravasaur Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes Rework: D.Va
      Base
      Mech Mode Health increased from 2150 to 2250. Health Regeneration increased from 4.48 to 4.69. Base damage reduced from 26 to 23. Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage. Pilot Mode - Big Shot Ability now available baseline. Cooldown increased from 4 to 6 seconds. Call Mech cooldown reduction reduced from 8 to 5 seconds. Damage reduced from 200 to 150. Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds. Mechanized Walker [Z] New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%. Boosters [Q] Cooldown increased from 9 to 10 seconds. Duration decreased from 2 to 1.75 seconds. Speed bonus decreased from 125% to 115%. Area reduced from 1.5 to 1.375. Defense Matrix [W] Damage reduction reduced from 75% to 50%. Added Functionality: Can now be retargeted while active. Self-Destruct/Call Mech [E] Charge earned per 100% maximum life damage taken reduced from 33% to 25%. Maximum damage reduced from 1,200 to 1,100. Talents
      Level 1 Rush-Down [Q] Moved to level 4. New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies. Hit the Nitrous [Q] Moved to level 7. New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds. Crash Course [Q] Removed. Pro Moves [Trait] New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second. (New) Liquid Cooling [Active] When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown. Level 4 Diverting Power [W] Moved to level 16. New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35. Fusion Generator [W] Moved to level 7. Maximum Self-Destruct charge gained per cast increased from 15 to 20. Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%. Bring It On [E] Removed. Level 7 Coming Through [Q] Removed. (New) Get On The Point! [Q] Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster. Aggression Matrix [W] Moved to level 4. New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing. Dazer Zone [W] Removed. Nuclear Option [E] Moved to level 4. New Functionality: [Passive] Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge. Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster. Level 10 Bunny Hop [R1] Cooldown reduced from 100 to 80 seconds. Damage reduced from 60 to 52. Radius reduced from 5 to 4.5. New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds. (New) Micro Missiles [R2] After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area. Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range. Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses. Level 13 Ablative Armor [Passive] Moved to level 20. New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds. Emergency Shielding [Trait] Moved to level 16. Cooldown increased from 15 to 30 seconds. Shield increased from 210 to 280. Duration reduced from 6 to 4 seconds. Expensive Plating [Passive] Moved to level 1. Renamed to “Full Metal”. No longer increases the cooldown for Call Mech. Bonus Mech Health reduced from 20% to 10%. Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt. (New) Target Locked [W] Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds. (New) Good To Go [Pilot Active] Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode. Torpedo Dash [Pilot Mode Q] Travel distance decreased from 6.75 to 4.5. Travel speed reduced from 17.5 to 14. Now has a .75 second coolup when exiting Mech Mode. Cooldown reduced from 12 to 10 seconds. Concussive Pulse [Active] Cooldown increased from 7 to 10 seconds. Damage reduced from 141 to 120. Knockback distance reduced by 40%. Level 16 GG, WP [Trait] Removed. Nanoweave Suit [Trait] Removed. Suppressing Fire [Trait] Removed. (New) In For The Kill [Q] Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times. Level 20 Stop And Pop [R1] New functionality: While D.Va is stationary, Bunny Hop’s duration is paused. Pew! Pew! Pew! [R2] Moved to Level 13. Damage per shot increased from 50% to 75%. MEKA Fall [Trait] Removed. (New) Timing Attack [R2] Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds. (New) Headshot! [R2] Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds. Return to Top
      Heroes Rework: Gazlowe
      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      D.Va and Gazlowe have been reworked in the latest Heroes of the Storm content update.
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