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Fenix Hero Spotlight

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The highly-anticipated Hero spotlight has arrived with a first look at Fenix's lore and abilities. 

FenixSteward of the Templar (Ranged Assassin)

UPDATE: Fenix has been added to Heroes on Battle.net.

Starcraft's 20th anniversary will be celebrated in the Nexus with:

Strengths

  • Self-sustain
  • Adaptable basic attacker
  • Poke/trading

Weaknesses

  • Burst damage
  • Crowd control

Kit

Trait

  • Shield Capacitor
    • Passively grants Fenix permanent shields on top of his Health. Damage taken by Fenix is applied to the shields first. If Fenix has not taken damage for a few seconds, his shields begin to regenerate.

Primary Abilities

[Q] Plasma Cutter

  • A laser beam circles around him starting at your mouse cursor. Enemies hit by the laser are damaged and slowed. Fenix can move while the laser is spinning to aim it.

[W] Repeater Cannon / Phase Bomb

  • Fenix has two auto attack modes. Swapping between the two modes at the right time is key to playing Fenix effectively. 
    • Repeater Cannon
      • Increases his attack speed.
    • Phase Bomb
      • Increases range and adds area damage to his auto attacks.

[E] Warp

  • After a short channel, Fenix teleports to a nearby target location. Enemies can't see where his warp will place him. 
    • A powerful mobile tool allowing him to fake out the enemy team .

Heroic Abilities

[R1] Purification Salvo

  • When activated, Fenix emits a scanner sweep in a wide arc in front of him locking onto all enemy Heroes the scanner hits. After a brief pause, Fenix launches a barrage of 5 missiles to each of the locked targets dealing bonus damage to all targets who were slowed.

[R2] Planet Cracker

  • Fenix locks himself in place and fires a huge powerful laser beam with unlimited range in the target direction, damaging all non-Structure enemies caught in its path. You can't move or change directions while the beam is active, but you can cancel it early in case of emergency.
  • A more immediate method of dealing massive damage.

Hero Spotlight

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First Heroic will probably be my go to choice most of the time, seems the most reliable out of the 2 (don't know cds and other stuff yet), Second can shine in maps that are small with many confined spaces or with good allied cc. Btw @Stan or any other. how can you embed the video player like that? I search through the options and can't find anything, it just shows the link every time...:/

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Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I'm curious to see how the talents and everything else shake out, but the change of firing modes seems really powerful. The laser is really similar to zuljin W, which has good value from the slow. Some mobility is better than no mobility, but the range will be critical. If it's about the distance of falstad barrel roll, it should shake out just fine.

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 He looks a lot more interesting than i thought a dragoon wound:) hopefully we get this on ptr soon so we can try this protoss hero out.  I agree that the 1st heroic seems like the way to go unless they go bunker on the second heroic and give it a 40 second CD. Maybe not even then haha

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He seems like he’s going to be super fun! Likely not as powerful as Maiev is (atm, not on release) and he lacks utility, but he seems like he could be core tier, at least. Looking forward to him.

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1 hour ago, SleepySheepy said:

Does this mean that HP/shield UI is getting rework? Or is his shield "special"?

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

1 hour ago, SleepySheepy said:

And why does it state that it first damages shields, isn't that already given?

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

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1 hour ago, Laragon said:

Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Edited by TSRD

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29 minutes ago, VinsX said:

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

I'm guessing that's why made special UI and stated that it goes first from there, to show that his shield goes before HP/other shields.

PS: That might indicate future of Artanis rework, maybe.

Edited by SleepySheepy

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1 hour ago, TSRD said:

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

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I was thinking this exact thing too. I'm like, 'Added to Heroes on Battle.net' o_O? WTF does that mean?

Do they mean he's been added to the PTR on HOTS cause I would assume he'd be added next Monday not today. Unless they're gonna rush him to Live servers next Tuesday. Giving him only 4 days of PTR time rather then the usual 7 days. Cause if so that's a really odd way of saying that then. Why wouldn't they just say 'Heroes PTR is up with Fenix added'. Since PTR is only ever accessible when they add a new hero to it for testing the week or two before they bring them over to the Live servers.

Otherwise the only thing I can think of this is referring to is the HOTS website were you can look over all the heroes that are playable in the game and see their abilities. But as far as I know the actual Blizzard Battle.net app doesn't have a section like that.

*Loads up B.net to see what they are talking about*

So yeah as far as I can tell this is just stating that the Hero Spotlight video is highlighted on the HOTS B.net launcher and that he has been added to the HOTS website when you look to see all the heroes in the game.

So yeah... the two things they always do when they release a new hero spotlight video have been done... we definitely needed a 'Update' in this article to tell us something that they always do and confuse us all into thinking they might have added Fenix to PTR or Live servers already. ...good job there Stan. *rolls eyes*

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About his second heroic... you are all forgetting it has UNLIMITED range which means you can use it even from your core and help your allies on the other side of the map. And it seams it deals A LOT of dmg. 1 mosh and you can have pure value not being in team fight yourself.

Edited by Godeyes

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41 minutes ago, Laragon said:

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

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5 hours ago, TSRD said:

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

Dragon's ArrowDragon's Arrow and Planet Cracker. Few kills across the map. Lol 
The Ultimate is pretty much a better DragonstrikeDragonstrike
And if there is a low hp hero priority target it might just win the match to "waste" it by sniping them. For example taking out the main Immortal dmg on the enemy team on BoE. 
As you say its not useless at all.

Its a little bit sad that though that both heroic are asking for crowd control. Altough Purification Salvos bonus dmg can be procked by yourself, which is nice. 

I cant wait to test a Warp build. He has talents that resets the cd of Warp and give attack speed after warping.

Unless you have a lot of CC the second heroic won't be valuable.

It deals 105 dmg every 0.25 seconds. Which means enemy heroes have to stand it for only 1 second to recieve 420 dmg, which is achievable whitout any crowd-control. 
And if you land a mosh thats 1680 dmg in 4 second to multiple targets. 
The first heroic deals 430 dmg per target with out slow and 645 dmg on slowed targets. 
 

 

Edited by xevex

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I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

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BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

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5 hours ago, Morcalivan said:

I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

I think it does since it dieals dmg to non-Structure enemies hit. Which pretty much means, everything that isnt a structure.
 

BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

 
It takes 0.5s to warp and it can be interrupted. Its not Genjis Swift StrikeSwift Strike.

 

Edited by xevex

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Well, Planet Cracker will be my ult of choice because of the raw utility of it. Imagine all the creative uses of Tyrande's SentinelSentinel or Ana's Eye of HorusEye of Horus, times forty. You can use it to defend a pushed lane, damage/destroy the Immortal, kill Skeletal Warriors or defend against the objectives on Tomb of the Spider Queen, Battlefield of Eternity and Haunted Mines from all across the map.

Even if the devs nerf it later to only damage Heroes (what I think is quite likely) you could still use it to zone out the enemy team from shrines or other objectives for 4 secs. Not to mention you create something of a map wide Force WallForce Wall that enemy heroes can't cross without teleport ability.

Of course, the immobile part is tough. But you should think of this ult as more like an long range artillery piece, something it would not be very smart to use too close to your target on regular circumstances.

Edited by lChronosl
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      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
      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes 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. 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%. 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 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      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. 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. 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. 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. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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