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Heroes of the Storm Fenix

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After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a desire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

Edited by SteveFrost

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5 hours ago, SteveFrost said:

After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a derire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

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I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

Edited by Valhalen
Question on the third paragraph

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19 hours ago, Valhalen said:

I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

Nah. It says it depletes the shield from his trait, so it doesn't count any other shield type.

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Arsenal Synergy, Energency Protocol, and Divert Power does some messy one shot wave clears consistently. Auxilliary Shields, Photonic Weaponry and Unconquered Spirit are my favourites for later levels with this combo.

But Mobile Offense, + all three Warp Talents is a pretty simple and effective combo too. The cutter's slow untalented is really useful to secure attacks. Throw in Offensive Cadence and Singularity Charge to finish. You can also chage out some Warp Talents for Target Acquired, Divert Power, and Auxilliery Shields. But you are less capable of escape if you do and must finish kills in this combo.

The Plasma Cutter talents aren't too bad when you have proper support. But your Warps cancel it and you have to wait for cooldown after. So you either takes lots of damage using it or you are disabling your own ability. Same goes for the Salvo Ult. Just too easily disrupted by you or others.

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Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

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On 29/3/2018 at 12:07 AM, xevex said:

No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

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Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

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I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

On 3/31/2018 at 10:55 AM, SteveFrost said:

Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

13 hours ago, ShadowerDerek said:

Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

The key words here are "when you are certain it will result in a kill". If you are able to reset Warp's cooldown, then you can Warp back out. If you do not have Warp Conduit and you choose to Warp aggressively, you will have no escape. 

I will reword the sentences to make this more clear.

On 3/30/2018 at 7:15 PM, Toyhouze said:

Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

I agree. Now that I've been able to test Fenix more accurately on the live servers, it is clear that Emergency ProtocolEmergency Protocol is currently the best option.

 

See you all in the Nexus :)

 

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2 hours ago, Straften said:

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

I completely agree. If anything, I'd say Fenix is a mix of both, akin to Zul'jin specced in Twin Cleave. Fenix has an absurdly strong zoning and poke , and Plasma Cutter fulfill this role alongside his Basic Attacks.

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15 hours ago, Straften said:

I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times than I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

Edited by SteveFrost

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5 hours ago, SteveFrost said:

Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times that I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

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4 hours ago, Valhalen said:

Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo. 

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

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39 minutes ago, SteveFrost said:

The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo.

Indeed it comes late in the game, but the CDR plays a major role in teamfights, though. You can fire your Heroic, go solo some Mercs, and then get ready for more.

39 minutes ago, SteveFrost said:

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

Yeah, I'll be really disappointed if they just nerfhammer him in every aspect. He is supposed to function like that. And honestly, I don't think is a hyper-carry character (unlike the Super Shimada Bros. or say). He can duel most Heroes in the game due his trait, without a doubt, however, he is made for teamfights.

One nerf I think it'll happen is Plasma CutterPlasma Cutter dealing 50% damage on Structures, because he has more sieging power than most Specialists.

Edited by Valhalen

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So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

Edited by SteveFrost

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4 hours ago, SteveFrost said:

So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

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20 hours ago, Valhalen said:

It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

The damage it does even at level 1, even to tanks is absurd. It leaves an entire minion wave from full HP to 1. I like Advanced TargetingAdvanced Targeting too, for reasons I explain above, but in smaller maps where games tend to be shorter, Arsenal SynergyArsenal Synergy probably is the better choice

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The level 7 talent no longer drains fenix shields upon activation, rather than after a potentially postponeable delay. This should be reflected in the discussion for this talent.

 

Guide is very helpful nonetheless.

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I think that Rapid RechargeRapid Recharge should be put as a situational talent. While the talent looks kinda paradoxical, it is really effective when Fenix is paired with AoE Healers, allowing him to stay in battle for longer, reducing his necessity to retreat when out of shields. This is specially useful against Heroes that deal DoTs, as it prevents his shields from regenerating even longer. I've been running some tests and getting surprising results when pairing Fenix with the likes of Auriel, Rehgar, Ana and Anduin, all Heroes capable of high burst AoE Heals.

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      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] No longer deals reduced damage to Summons. Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
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