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Heroes of the Storm Deckard

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Hmmm, so did a little testing of Deckard today and here are my thoughts on the talents as they stand:

Level 1: I don't really see the point in the Scroll talents.  Scroll itself seems difficult to hit without using it as a follow up from another CC/slow/displacement (it's easier now because people aren't used to playing against him) and even if you did that, if you're chaining CCs you don't need the Scroll talents at that point, your team is doing great.  They also just seem a bit pointless to me.  Why do I care to reveal an enemy if I chain rooted him?  Admittedly reducing armor is nice but I only get that after completing the quest...  And again, if I can do that I don't think I need the extra help.  Same with Spell Power.  Sapphire though does make the Cube slow much more noticeable and since I don't like the scroll talents I tend to default to that.  I'll be very interested to hear anyone's thoughts on why the two scroll talents are better here though.

Level 4: Honestly everything on this tier seems worthwhile to me.  Shield and Ruby are a bit more situational while Rejuv is just a solid easy buff to your potions.  Shield and Ruby have their place though and I'm glad they are there.  I think this is a good well balanced talent tier all around.

Level 7: Again, my lack of faith in the Scroll related talents makes Cube Mastery a bit less appealing to me.  Lowering cooldowns (potentially by quite a bit) isn't bad though so I don't hate it and with a comp based around chaining CC I would pick it highly.  Likewise Emerald certainly has a place and again, I'm glad it's an option.  That said, I find myself defaulting to Kanai's Cube most of the time.  It's simple and easy.

Level 10: Both of Deckard's Heroics are useful and both have shockingly low cooldowns.  He frankly can spam them at the drop of a hat and have them back up again for the next fight every time.  Stay a while and listen is my personal favorite both because it's a great piece of CC and because it's level 20 upgrade makes it crippling even after broken.  Either way, can't go wrong here.

Level 13: Much like level 4 all of these are great.  Both Super Potion and Revival are great, it just depends on if you need big burst heals or AoE healing.  Meanwhile, Ancients Blessing is nice in an AA focused comp but seems a touch too specialized?  Again, nice when the teams match up in such a way as to let it work though.

Level 17: I'm sure it comes as no surprise by now that I don't see the point to Stone Curse.  Never mind the difficulty in landing it, why would you really want to?  Seems like Safety letting you get more Scroll casts off would be more valuable and far more consistent.  Safety in numbers seems like a fine enough generic pick.  Stick near your back line friends and throw out those potions like a machine gun.  Honestly I've really been liking Horadric Staff at this level.  Not that Deckard really wants to be in melee (no escape and low health is a downer) but being able to deliver a stun on demand to backline divers or to chain CCs/abilities has been great for me.  I had a wonderful game with a Kel'Thuzad where we chained CCs like crazy and Staff (and to a lesser extent Scroll and Cube) was great for setting up chain/freeze combos and keeping them in decay.

Level 20:  If you pick Stay a While then Respect the Elderly is a no brainer here to me.  Morenadoes seems a bit like overkill as it has a super short cooldown to begin with.  If you really want to try to get two off in one fight then by all means try but that doesn't seem necessary.  Bottomless Flask is cool but at the same time on many maps I find myself moving around too much and resetting potions to think I'd get all that much use out of it.  You can cast the potions fast enough that it doesn't seem necessary as well.  Only on really small maps would I consider it.  Finally, if you're not getting Respect the Elderly then Perfect Gems seems like a fine generic pick.  If nothing else getting 5 seconds off the cube nice, getting to spam whatever gems you might have picked up is the cherry on top.

Anyhow, I look forward to hearing other ideas and to see the rational behind the guide's choices.  Obviously the writer has a very different view on the scroll talents than I do so I look forward to seeing that.  Maybe I'll hear something that makes me see them in a better light.  Till then.

Edited by KSDT

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For Field Study at level 1, it boosts spell power, not spell damage, so it'll boost your healing.  I can't do more than play around in try mode, so I really can't tell how big a difference it'll make in practice, but I'd take more healing for a support.

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Scroll is quite easy to dodge unless both team are smashing into each other and you want the enemy to try and evade it. More useful as a distraction than a root so far. Just to slow to set off. Might need a Garrosh or Artanis to make use out of it.

Horadric Cube is quick but even its slow is not enough to really land a Scroll hit. The multiple effects that it can have make it pretty unpredictable to deal with though.

Potions are where I enjoy teaming with a Cain. Potion lines to retreat to as you use someone like Guld'dan on Q build is pretty nice. Leoric and Fenix can also fight and retreat into Potion patches. And as you get reuseable Potions at lvl 20 you can create a wide area of scattered Potions in a lane for team fights to 'push/retreat and repeat', or you can land a renewable Potion in multiple lanes to split push. Kinda reaches into Abathur's lvl 1+4 healing shields healing ppl in all lanes quickly. The giant sized potion works best with renewable potions that have distance between them to conveet travel time into health. The area heals obviously are better with team fights, turning everyone into a mini-support healer, similar to Stukov.

The stun staff lets Medivh play a bit like Uther. That said, while the staff uses no mana, it does not give a speed boost. So it's less of a dive stun than Uther's can be, limiting it's number of uses.

D.va = funnies

Kel'Thuzad and Jaina do pretty well with Cain.

Anyone with a timed heroic attack that is typically dodged, really.

Mages in general do well with a healer who can drop heals to retreat to. The difference is they aren't time sensitive like Alex's. Horadric Cube and Scroll are really best used to let teammates escape to Potions. Scroll doesn't need to land in this scenario to be of use.

Not sure why I added caps to Potions throughout this post. :p

On a side note. A bad Cain is way worse than another bad healer. Too reliant on planning things out.

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2 hours ago, Morcalivan said:

On a side note. A bad Cain is way worse than another bad healer. Too reliant on planning things out.

I agree with almost all of your post, the only thing I disagree on is this part.  I think Ana still holds this title.  At least Cain's potions can be thrown on the ground and his two abilities, while easy to dodge, are large AoEs with fairly generous hit boxes.  I've seen plenty of Ana's who can't hit the broad side of a barn with her heals or her dart.  I guess her auto attacks being ranged gives her something over Cain but overall I'd take a bad Cain over a bad Ana any day.

Edited by KSDT

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I would say even a good Ana can do poorly though based on the recipient. I've dodged plenty of heals as I'm sure we all have. They really should let allies see her line of sight.

Alex is in much the same boat as Cain though. At least she can deal ranged damage. And her heroic heal is pretty easy to use.

Has anyone gotten the lvl 1 quest to lower armour with lvl 13's fortitude's team lifeateal yet? Did it work well as a push tool? Combo with Ruby Gem and Armour Buff?

Edited by Morcalivan

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From testing, I noticed that the radius of Potion of Revival is really low. You have to pratically hug the other team member to get the AoE healing. I hope they buff this talent, because even though you put as recommended, I feel it fails to deliver the AoE heal it's supposed to. A bonus is that the AoE healing from this talent also heals minions.

Also, I noticed you put the Sapphire talent as not recommended, but I think it's a really strong talent to shutdown the mobility of some Heroes that already lack it; it is also a great way to negate movement speed buffs such as Lucio's and Tyrael's.

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38 minutes ago, Valhalen said:

From testing, I noticed that the radius of Potion of Revival is really low. You have to pratically hug the other team member to get the AoE healing. I hope they buff this talent, because even though you put as recommended, I feel it fails to deliver the AoE heal it's supposed to. A bonus is that the AoE healing from this talent also heals minions.

Also, I noticed you put the Sapphire talent as not recommended, but I think it's a really strong talent to shutdown the mobility of some Heroes that already lack it; it is also a great way to negate movement speed buffs such as Lucio's and Tyrael's.

Indeed, the radius certainly felt lower after a bit more testing. I'll probably look into recommending Blessing instead.

I still feel iffy about Sapphire; I don't know if a 25% added slow for 1.75s every 30s (at best) which overlaps with Ruby is worth it.

 

I'm going to wait for a bit more data to make more calls.

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Sapphire lands more than the Scrolls though. So while the seconds are low for the slow vs the root, they are more guaranteed. And you can still use Ruby when on offense. Can't really use Ruby on retreat though. And if you have two, you might as well pick up Emerald for further offense when your team is kiting. Can't use Ruby in that situation either unless your team is about to dive.

Edit: Is Lorenado used to guide targets into Scroll effectively? Haven't really used or seen that Heroic much.

Edited by Morcalivan
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20 minutes ago, Morcalivan said:

Sapphire lands more than the Scrolls though. So while the seconds are low for the slow vs the root, they are more guaranteed. And you can still use Ruby when on offense. Can't really use Ruby on retreat though. And if you have two, you might as well pick up Emerald for further offense when your team is kiting. Can't use Ruby in that situation either unless your team is about to dive.

Edit: Is Lorenado used to guide targets into Scroll effectively? Haven't really used or seen that Heroic much.

Tier 1 is definitely weird as every talent does something pretty wildly different; hard to evaluate on math alone, and so definitely depends on comp/enemy comp.

Lorenado does that very well, yes. Its vector targeting lets it pull things to you(r team) as well; pretty versatile.

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The Lorenado into Scroll is making me think of an Alarak teamup now. Pulling then rooting multiple players into a near complete Scroll to then get his quests done right off the start maybe? Or is that too ambitious? Sounds fun to try. Might need a wall to smack them up against or a narrow passage to push them into though. Otherwise the TK might push/pull them all the way to the other side of Scroll. Sounds a bit tricky. Maybe Stay a While could line up quest completes at lvl 10. Should be easy enough. Push a stray into their team just before Cain pops his Heroic and then set up your Discord/Lightning position.

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Honestly, Scroll of Identify at level 1 is incredibly good, yall are trippin. I played a bunch of games yesterday, and I never had any trouble landing Scroll of Sealing. I think the absolute latest I completed the quest was by level 10. The reveal is not to be underestimated, it reveals for 16 seconds once it's completed. That's an insane amount of time. It might not seem like a big deal, since "they just got rooted so why would I need to see where they are", but keep in mind that if they just got rooted they are going to RUN AWAY when the root wears off. And you are going to know exactly where they ran, while they are likely at low health. Your Genji/Zeratul/Tracer/Samuro probably very much appreciates that information. It reduces armor by 15 for everyone inside, which is great, since a rooted target is likely to become a focused target. That armor debuff also works on minions and structures, by the way. That's a big deal, you can increase the value of practically every objective with that. Or just generally increase your team's damage output, since Cain's own damage is rather lacking.

Edited by PrivateJoker

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Any reason why Bottomless FlasksBottomless Flasks talent is not recommended? It's perfect when you push enemy side and it makes it so much easier to heal of front if you took super healing potions at 13 and occasionally drop potion to backline.

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2 hours ago, SleepySheepy said:

Any reason why Bottomless FlasksBottomless Flasks talent is not recommended? It's perfect when you push enemy side and it makes it so much easier to heal of front if you took super healing potions at 13 and occasionally drop potion to backline.

They have it as situational. They also recommend Ruby, so I can see how Perfect Gems could be extremely potent if your team has a lot of frontline.

Personally, I'm with you. Rejuvination Potion + Bottomless Flask nets a ton of healing, and it doesn't require your teammates to be diving on your Horadric Cube targets to get the benefit. It should probably be the other way around, with Ruby + Perfect Gems being situational, and Rejuvination Potion + Bottomless Flask being more universally good. Super Potion would also be really potent with that, but I still like Potion of Revival better. The splash is kinda small, but people are dumb, and they manage to not pick up the potions unless you throw them EXACTLY in their path. The splash effect lets you run up to them, Alt+Q, and they're guaranteed to at least get the splash, which is often enough to save them in a pinch, and has the nice side effect of making sure you're topped off as well.

Honestly, the gem talents are a really cool mechanic, but none of them universally outclass other talents in their tiers. Ruby is probably the best one, but unless you specifically draft Cain to heal a frontline heavy team, it's not the best. If Quick Match gives you even 2 other backline heroes like mages, you now have 3/5 of your team hanging out in the back where they'll never pick up those minor healing potions. Even if you save Ruby to hit a hero who is diving you, it would require you to run TOWARD the hero who is diving you, and you just slowed with Horadric Cube, to get the potions. Which is basically the worst thing you could do, you should be using that slow effect to self-peel.

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19 hours ago, PrivateJoker said:

Honestly, Scroll of Identify at level 1 is incredibly good, yall are trippin. I played a bunch of games yesterday, and I never had any trouble landing Scroll of Sealing. I think the absolute latest I completed the quest was by level 10. The reveal is not to be underestimated, it reveals for 16 seconds once it's completed. That's an insane amount of time. It might not seem like a big deal, since "they just got rooted so why would I need to see where they are", but keep in mind that if they just got rooted they are going to RUN AWAY when the root wears off. And you are going to know exactly where they ran, while they are likely at low health. Your Genji/Zeratul/Tracer/Samuro probably very much appreciates that information. It reduces armor by 15 for everyone inside, which is great, since a rooted target is likely to become a focused target. That armor debuff also works on minions and structures, by the way. That's a big deal, you can increase the value of practically every objective with that. Or just generally increase your team's damage output, since Cain's own damage is rather lacking.

Sure, they will appreciate the reveal (and reduced armor), then again they'll appreciate your Cube slowing the target more effectively with Sapphire so they can't run as easily quite a bit as well.  Are you sure it reduces armor on structures and minions/objectives?  That's not usually how this type of thing works (plus the tool tip specifies Heroes hit, not enemies/structures) and Grubby wasn't seeing this damage increase when he was trying it out on his stream.  I would test it in Try Mode myself but I'm at work atm.  If someone can confirm or deny that the armor debuff works on Structures/objectives, I'd appreciate it otherwise I'll test it when I get home.

Edit: I did the testing myself.  No, Scroll of Identify does not increase your damage vs anything but Heroes.  Buildings, Minions, Camps, Bosses, ect... are not affected.

14 hours ago, SleepySheepy said:

Any reason why Bottomless FlasksBottomless Flasks talent is not recommended? It's perfect when you push enemy side and it makes it so much easier to heal of front if you took super healing potions at 13 and occasionally drop potion to backline.

The general issue I had with Endless was simply not having the fight stay in the same location long enough to get value out of the refill, plus constantly spamming the potions into better/closer locations is both easy and quick.  Makes the refill less necessary and harder to get much value from.  Even if you have zero gems, Perfect Gems at least gives you a 5 second cooldown reduction on your Cube and if you do have any gem (Sapphire or Ruby especially) then being able to spam them is quite nice.

Edited by KSDT

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6 hours ago, KSDT said:

Sure, they will appreciate the reveal (and reduced armor), then again they'll appreciate your Cube slowing the target more effectively with Sapphire so they can't run as easily quite a bit as well.  Are you sure it reduces armor on structures and minions/objectives?  That's not usually how this type of thing works (plus the tool tip specifies Heroes hit, not enemies/structures) and Grubby wasn't seeing this damage increase when he was trying it out on his stream.  I would test it in Try Mode myself but I'm at work atm.  If someone can confirm or deny that the armor debuff works on Structures/objectives, I'd appreciate it otherwise I'll test it when I get home.

Edit: I did the testing myself.  No, Scroll of Identify does not increase your damage vs anything but Heroes.  Buildings, Minions, Camps, Bosses, ect... are not affected.

The general issue I had with Endless was simply not having the fight stay in the same location long enough to get value out of the refill, plus constantly spamming the potions into better/closer locations is both easy and quick.  Makes the refill less necessary and harder to get much value from.  Even if you have zero gems, Perfect Gems at least gives you a 5 second cooldown reduction on your Cube and if you do have any gem (Sapphire or Ruby especially) then being able to spam them is quite nice.

The tooltip doesn't specify heroes though, it just says "After hitting 20 Heroes, Scroll of Sealing also reduces armor by 15 for 4 seconds, and the reveal duration is doubled". Things are usually written very specifically to mention if they only effect Heroes, or only Minions, Mercenaries, etc. It could be that the wording is bad because it's new, but as written it should work on everything.

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16 minutes ago, PrivateJoker said:

The tooltip doesn't specify heroes though, it just says "After hitting 20 Heroes, Scroll of Sealing also reduces armor by 15 for 4 seconds, and the reveal duration is doubled". Things are usually written very specifically to mention if they only effect Heroes, or only Minions, Mercenaries, etc. It could be that the wording is bad because it's new, but as written it should work on everything.

In the reward section when it says "also" I believe it means "in addition to revealing" which is only done on Heroes, not on everything.

That said, I did test it and can confirm it's Heroes only.

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25 minutes ago, PrivateJoker said:

The tooltip doesn't specify heroes though, it just says "After hitting 20 Heroes, Scroll of Sealing also reduces armor by 15 for 4 seconds, and the reveal duration is doubled". Things are usually written very specifically to mention if they only effect Heroes, or only Minions, Mercenaries, etc. It could be that the wording is bad because it's new, but as written it should work on everything.

 

6 minutes ago, KSDT said:

In the reward section when it says "also" I believe it means "in addition to revealing" which is only done on Heroes, not on everything.

That said, I did test it and can confirm it's Heroes only.

Yea I just tested that too, the tooltip should be more specific. I still think the reveal is really valuable for chasing targets. Sapphire is useful for ganking, but it won't help your diving heroes chase down weak targets in a teamfight, because Cain shouldn't be anywhere near the enemy backline. I specifically said heroes like Genji, Tracer, Zeratul and Samuro, because they're really quick heroes who can safely dive way past the enemies frontline, and pick off a retreating weak hero. Cain is not someone who can, or should, follow them back there. Even still, the bonus damage is really useful, even if it only works on heroes.

Edited by PrivateJoker

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38 minutes ago, PrivateJoker said:

Yea I just tested that too, the tooltip should be more specific. I still think the reveal is really valuable for chasing targets. Sapphire is useful for ganking, but it won't help your diving heroes chase down weak targets in a teamfight, because Cain shouldn't be anywhere near the enemy backline. I specifically said heroes like Genji, Tracer, Zeratul and Samuro, because they're really quick heroes who can safely dive way past the enemies frontline, and pick off a retreating weak hero. Cain is not someone who can, or should, follow them back there. Even still, the bonus damage is really useful, even if it only works on heroes.

If Cain isn't close enough to get his Cube on the back line, how is he going to have hit their back line with his scroll?  Even if you cast it at max range and manage to get them inside the area, they barely have to take a step back to dodge it (not that it's hard to dodge in any case which is still my biggest problem with any Scroll talent).  If it's a retreating front liner you're talking about then the Cube is easily close enough to hit them and stop them from retreating in the first place.

As for Cain's positioning, I tend to advance with my front line (though I make sure to stay behind at least one tank/melee) so that I'm close enough to keep my trait up and land my cubes in a chase or get my potions on/in front of my chasing allies.  If they try and turn on me then I have my ally right there to help and can drop my cube right on top of them (maybe getting my scroll to land if the melee I'm following has CC as well) while I step away.  Post 16 I can also stun them on hit which hopefully buys time for my allies to turn back.  Obviously I'm not following a full diver but then again I don't see how scroll helps a diver anyway.

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12 hours ago, KSDT said:

If Cain isn't close enough to get his Cube on the back line, how is he going to have hit their back line with his scroll?  Even if you cast it at max range and manage to get them inside the area, they barely have to take a step back to dodge it (not that it's hard to dodge in any case which is still my biggest problem with any Scroll talent).  If it's a retreating front liner you're talking about then the Cube is easily close enough to hit them and stop them from retreating in the first place.

As for Cain's positioning, I tend to advance with my front line (though I make sure to stay behind at least one tank/melee) so that I'm close enough to keep my trait up and land my cubes in a chase or get my potions on/in front of my chasing allies.  If they try and turn on me then I have my ally right there to help and can drop my cube right on top of them (maybe getting my scroll to land if the melee I'm following has CC as well) while I step away.  Post 16 I can also stun them on hit which hopefully buys time for my allies to turn back.  Obviously I'm not following a full diver but then again I don't see how scroll helps a diver anyway.

If someone is retreating from a fight entirely, they aren't exactly "in the back line". They're trying to leave the fight, hiding in a bush to hearth, or retreating to one of their forts to tap the healing fountain. That's why the reveal is useful, they're someplace where you can't normally see them. Also, if you're implying that just because you rooted someone, and then slowed them, that means they're definitely not going to get away, you're kind of living in a dream world. They'll get healed, or have some kind of movement ability, or maybe even just a ton of health or armor, that allows them to get away with a few hit points. That's the guy who isn't gonna stand around waiting for the healer to get their health back up. That guy is going to leave the fight, and that's why it can be useful to have them revealed.

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4 hours ago, Orshova said:

We need the talent choice discussions added to the guide. The selections mean little without explanations backing them up.

They are coming soon, together with Ability usage info. 

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On 28/04/2018 at 11:13 AM, Orshova said:

We need the talent choice discussions added to the guide. The selections mean little without explanations backing them up.

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

Edited by Oxygen

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Guest Is everything OK?
On 4/29/2018 at 5:58 PM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

 

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      Heroes Rework: Johanna
      Talents
      Level 1 Reinforce [Passive] Removed. Zealous Glare [E] Moved from Level 7. New Functionality: Gain a second charge of Shield Glare. Laws Of Hope [Active] New Functionality: Activate to Heal 20% of your maximum Health over 5 seconds. Quest: Every 10 Regeneration Globes collected increase the heal amount by 5% of your maximum Health. (New) Divine Fortress [Passive] Loan: Instantly gain 20% maximum Health. Every death reduces this bonus by 5%. Basic Attacks against enemy Heroes grant 8 Physical Armor for 2.5 seconds, stacking up to 40. Level 4 Subdue [Q] Moved from Level 7. Eternal Retaliation [W] New Functionality: Hitting enemies with Condemn marks them for 10 seconds. Johanna’s next Basic Attack removes the mark, lowering the cooldown of Condemn by 1 second, refunding 10 Mana, and killing Minions. Hold Your Ground [D] Moved from Level 1. Level 7 Sins Exposed [Q] New Functionality: Heroes hit by Punish receive 25% reduced Healing for 2 seconds. Basic Attacks against them refresh this duration. Conviction [W] Moved from level 4. Bonus Movement Speed bonus while Condemn is charging reduced from 25% to 20%. Additional Functionality: Gain 10% Movement Speed. (New) Steed Charge [D] Increase Iron Skin duration by 1 second. Activate to instantly become Mounted for 3 seconds, and damage dealt to Johanna during this time doesn’t dismount her. Level 10 Falling Sword [R1] Damage decreased from 210 to 150. Enemies hit are no longer Slowed. Cast range decreased from 15 to 10. Additional Functionality: While in the air, allies underneath Johanna gain Unstoppable. Level 13 Blessed Hammer [Active] Hammer damage reduced from 84 to 74. Adjusted Functionality: Damaging enemies with Basic Abilities reduce Blessed Hammer’s cooldown by 3 seconds. Additional Functionality: Passive: Every 3rd Basic Attack against enemy Heroes releases a hammer. Level 16 Fanaticism [D] Removed. Imposing Presence [Active] Removed. (New) Shrinking Vacuum [W] Enemies Heroes hit by Condemn have their damage reduced by 25% and are slowed by 25% for 2 seconds. Holy Renewal [E] New Functionality: Enemy Heroes hit by Shield Glare heal for 5% of Johanna’s maximum Health and reduce its cooldown by 1.5 seconds. Blessed Momentum [Passive] Moved from Level 7. New Functionality: Basic Attacks grant 10% Attack Speed for 4 seconds (up to 40%) and lower the cooldown of all Basic Abilities by .5 seconds. Level 20 Heaven’s Fury [R1] Cooldown reduction per holy bolt impact from 3 to 2 seconds. Additional functionality: Holy bolts can now also hit allies, healing them for 75. Return to Top
      Heroes Rework: Raynor
      Base
      Basic Attack Damage decreased from 101 to 92. Penetrating Round [Q] Cooldown reduced from 10 to 9 seconds. Mana cost reduced from 65 to 60. Damage reduced from 220 to 190. Talents
      Level 1 Ace In The Hole [Q] New Functionality: Give ‘Em Some Pepper Slows enemies hit by 10% for 2.5 seconds. Penetrating Round deals 25% more damage to enemy Heroes that are Stunned or Slowed. Exterminator [W] New Functionality: Increase Basic Attack damage against Minions, Monsters, and Mercenaries by 50%. This is increased to 125% while Inspire is active. Passive: Inspire does not expire on friendly Minions and Mercenaries. Veteran Marksman [Trait] New Functionality: Loan: Increase the damage of Give ‘Em Some Pepper by an additional 60%. Every death reduces this bonus by 15%. Quest damage bonus for hitting enemy Heroes reduced from 1% to .75% Level 4 Behemoth Armor [Passive] Bonus Health per Hero hit by Give ‘Em Some Pepper increased from 5 to 8. Level 7 Heavy Slugs [Q] New Functionality: Penetrating Round's Slow amount and duration are increased by 75%. Fuel The Rush [E] Cooldown reduction bonus while Inspire is active from 200 to 300%. Adrenaline Rush Mana cost reduction increased from 25 to 30. Unstable Compound [Trait] Penetrating Round cooldown reduction reduced from 1.5 to 1 second. Level 13 Debilitating Round [Q] Removed. (New) Line ‘Em Up [Q] Reduce the cooldown of Penetrating Round by 3 seconds. If two or more enemy Heroes are hit, reduce its cooldown by an additional 3 seconds. Giddy Up [W] Base Movement Speed bonus increased from 8% to 10%. Give Me More [E/W] Moved from level 13. Level 16 Rallying Cry [W] Moved from level 13. New Functionality: Increases Inspire’s attack speed bonus by 20%. Passive: Cast Inspire for free after every 12 Basic Attacks. Level 20 Weak Spot Acquired [Passive] Removed. Execute [Passive] Removed. Indomitable Resolve [R1] Removed. (New) Cavalry’s Arrived [R1] Give ‘Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. These Heroes are targeted by Hyperion for 100% increased damage. Dusk Wing [R2] Additional Functionality: Banshee Basic Attacks lower enemy Hero’s by 2 for 1 second, stacking up to 25. (New) Raiders Roll [E] Adrenaline Rush grants Unstoppable and continues healing for 2 additional seconds. This additional duration ends immediately upon reaching 70% Health. (New) Sergeant Pepper [D] Give Em Some Pepper activates every 3rd Basic Attack. (New) Execute Orders [Passive] Reduce your Death Timer to 30 seconds. Upon death, cast Hyperion towards the nearest enemy Hero. Return to Top
      Heroes Rework: Stitches
      Base
      Hook [Q] Additional Functionality: Upon reaching level 13, Hook’s range is increased by 40%. Slam [W] Cooldown increased from 7 to 8 seconds. Inner area Slow duration increased from 1.5 to 2 seconds. No longer deals additional damage to Minions, Mercenaries, and Monsters. Vile Gas [Trait Passive] New Functionality: Enemies hit by Basic Attacks or the inner area of Slam are afflicted with Vile Gas, dealing 27 damage over 3 seconds. Deals 150% increased damage to Minions, Mercenaries, and Monsters. New Active Functionality - Shambling Horror: Activate to spread Vile Gas to nearby enemies every second and prevent Stitches’ Movement Speed from being reduced below by 110% for 5 seconds. Talents
      Level 1 Patchwork Creation [W] New Functionality: Gain 3 Armor for each enemy afflicted by Vile Gas, doubled while Shambling Horror is active. This effect stacks up to 8 times. Passive: Gain 15% increased healing received. Savor the Flavor [E] New Functionality: Quest: Hitting a Hero with Devour increases Stitches’ health regeneration by 1.5 and the damage of Vile Gas by 2%, stacking up to 100 times. Hungry for More [Passive] New Functionality: Passive: Gain 5% Movement Speed. Quest: Gathering a Regeneration Globe increases Stitches’ maximum health by 30. Reward: Every 20 Regeneration Globes gathered increases Stiches’ Movement Speed by an additional 5%. Level 4 Playtime! [W] New Functionality: Basic attacks reduce the cooldown of Slam by .75 seconds and restore 5 Mana. Hitting Heroes with the inner area of Slam reduces its cooldown by 1 second. Tenderizer [Passive] Moved from Level 4. New Functionality: Basic Attacks against Heroes Slow by 25% for 2.5 seconds and restore 2% of Stitches’ Maximum Health. (New) Vile Cleaver [Trait] Basic Attacks against targets afflicted with Vile Gas deal 35% more damage and spread Vile Gas to nearby enemies. Level 7 Cannibalize [Passive] Removed. Serrated Edge [Q] Moved from Level 4. Cooldown reduction bonus increased from 3 to 5. Additional Functionality: Hitting an Enemy Hero with Hook also restores 35 Mana. Second Helping [E] Moved from Level 20. New Functionality: Devour gains an additional charge with a 6 second cooldown between uses. Loan: If Stitches is at max Heath after using Devour he gains a shield equal to 15% of his maximum health for 10 seconds. Every death, reduce this shield amount by 3%. (New) Putrefaction [Trait] While Shambling Horror is active Vile Gas reduces healing received by 30%. Passive: Vile Gas heals for 60% of the damage it deals. Level 13 Fishing Hook [Q] Removed. (New) Under Pressure [W/Trait] Increase Slam’s damage by 25. Quest: Every 6 times Vile Gas deals damage to a Hero, permanently increase the damage of Slam by 1, to a maximum of 75 additional damage. Chop Chop [Trait] Moved from Level 4. New Functionality: Hitting a Hero with Hook or activating Shambling Horror grants 50% increased Attack Speed for 5 seconds. Level 16 Lacerate [W] Removed. Pulverize [W] Moved from level 13. Additional Functionality: Heroes hit by Slam have their Armor reduced by 10 for 4 seconds. Digestive Juices [E] Additional Functionality: Deals an additional 140 damage over 5 seconds. Gas Flare [Passive] Renamed to ‘Flare Up’. Additional Functionality: Activating Shambling Horror also grants the 150% damage bonus. Bonus damage duration reduced from 8 to 4 seconds. Level 20 Potent Bile [R1] Removed. Shambling Horror [Active] Removed. (New) Gift From The Embalmer [R1] Putrid Bile deals 100% more damage to Heroes. Quest: Each time Putrid Bile deals damage to an enemy Hero, Stitches’ next death timer is reduced by 2%, to maximum of 80% total reduction. Half of this bonus is lost on death. (New) Master Hooker [Q] Reduce the cooldown of Hook by 5 seconds. Enemy Heroes hit by Hook receive 100% less healing for 2 seconds. Allied Heroes hit by Hook are Unkillable for 2 seconds. (New) Gas Bag [Trait] Activating Shambling Horror grants you Unstoppable for 3 seconds. Passive: Reduce Shambling Horror’s cooldown by 20 seconds. Return to Top
      Heroes Rework: Valla
      Base
      Basic Attack Damage decreased from 75 to 70. Multishot [W] Damage decreased from 172 to 165. Talents
      Level 1 Caltrops [E] Removed. Puncturing Arrow [Q] Moved from Level 4. New Functionality: Increase the bounces of Hungering Arrow by 1. Quest: Hitting enemy Heroes the initial shot of Hungering Arrow permanently increases the initial shot damage by 6 and refunds 40 Mana. (New) Fire At Will [W] Every enemy Hero hit by Multishot grants 2 Hatred. Quest: Enemy Heroes hit by Multishot permanently increase its damage by 4. Creed of the Hunter [Trait] Moved from Level 4. New Functionality: Loan: Gain 20% increased Attack Speed. Every death reduces this bonus by 5%. Quest: Every 50 Basic Attacks against enemy Heroes, increase your damage per Hatred stack by 1%, up to 5%. Level 4 Repeating Arrow [Q/E] Moved from Level 7. New Functionality: Vault no longer has a Mana cost. Vaulting instantly refreshes the cooldown of Hungering Arrow. Arsenal [W] New Functionality: Increase the range of Multishot by 20%. It launches 3 grenades that deal bonus damage and restore 25 Mana when hitting enemy Heroes. Death Dealer [E] Added Functionality: Lower the cooldown of Vault by 5 seconds. Increase the damage bonus of Vault from 50 to 150%. If the target dies within 1.5 seconds, refund 50 Mana and refresh the cooldown on Vault. Level 7 Monster Hunter [Q] Moved from Level 1. No longer reduces the Mana cost of Hungering Arrow. Frost Shot [Q/W] Moved from Level 16. New Functionality: Enemies hit by Multishot are Slowed by 20% for 2.5 seconds. Hungering Arrow deals 25% more damage to Slowed enemies. Hot Pursuit [Trait] Moved from Level 1. New Functionality: Increase the Movement Speed bonus per Hatred stack to 2.5%. Level 13 Siphoning Arrow [Q] Renamed to ‘Siphoning Arrows’. New Functionality: Every Hero hit by Hungering Arrow heals Valla for 4% of her maximum Health. Every Hero hit by Multishot heals Valla for 2% of her maximum Health. Tempered By Discipline [Trait] New Functionality: Basic Attacks heal for 10% of damage dealt. Increase this by an additional 2% for each stack of Hatred. Gloom [Active] Additional Functionality: Heal for 2.5 Health per second for each stack of Hatred. Level 16 Punishment [W] Moved from Level 7. New Functionality: While at max Hatred Multishot’s cooldown refreshes 50% faster. Seething Hatred New Functionality: While at max Hatred, all damage you deal is increased by 10%. Level 20 Death Siphon [R1] New Functionality: Hitting an enemy Hero with Strafe increases its duration by .125 seconds. Passive: While Strafing, throw out piercing bolts that deal 34 damage and heal for 25% of their damage dealt. Storm of Vengeance [R2] New Functionality: Basic Attacks against enemy Heroes reduce the cooldown of Rain of Vengeance by 5 seconds. Passive: Every stack of Hatred grants 2% Attack Speed. When at max Hatred, gain an additional 30% Attack Speed. Farflight Quiver [Trait] New Functionality: Gain 20% Basic Attack range. At max Hatred, increase this by an additional 30%. (New) Acrobat [E] Gain 2 additional charges of Vault. Vaulting drops 3 Caltrops. Return to Top
      Heroes
      Mei
      Base
      Health reduced from 2675 to 2625. Health regeneration reduced from 5.5742 to 5.5703. Talents
      Level 1 Ice Storm [W] Periodic damage reduced from 45 to 42. Heat Transfer [Passive] Heal amount reduced from 18 to 16.5. Level 4 Cold Front [E] Passive cooldown reduction reduced from 4 to 3 seconds. Level 10 Ice Wall [R2] Cooldown increased from 50 to 60 seconds. D.Va
      Base
      Mech Health reduced from 2150 to 2100. Mech Health Regeneration reduced from 4.48 to 4.38. Fusion Cannons [Trait] Bonus damage to close enemies reduced from 50% to 40%. Talents
      Level 1 Full Metal [Trait] Fusion Cannons healing reduced from 20% to 16%. Liquid Cooling [Active] Healing Fountain duration bonus increased from 25% to 35%. Level 4 Rush-down [Q] Damage bonus to non-Heroic enemies reduced from 70% to 50%. Aggression Matrix [W] Reduced Healing received increased from 30% to 35%. Level 7 Fusion Generator [W] Fusion Cannons bonus increased from 75% to 100%. Level 10 Micro Missiles [R2] Slow reduced from 35% to 30%. Level 13 Target Locked [W] Duration required reduced from 1.25 seconds to 1 second. Level 20 Stop and Pop [R1] Additional Functionality: Bunny Hop duration increased by 4 seconds. Hogger
      Base
      Hogg Wild [E] Radius reduced from 2.75 to 2.625. Damage increased from 32 to 44. Damage bonus per point of Rage reduced from 1% to .5%. Changed Functionality: Damage bonus from Rage now only applies to Heroic targets. Talents
      Level 1 On The Prowl [Active] Healing per second reduced from 9 to 8. Level 4 Brute Force [Q/D] Loot Hoard range bonus increased from 15 to 20%. Maximum damage bonus increased from 125 to 150. Additional Functionality: Increase Loot Hoard’s damage by 50%. Aggro Range [E] Radius bonus decreased from 25% to 20%. Level 13 Pummel [E] Spell Power reduction duration reduced from 3 to 2 seconds. Level 20 No Control [Active] Duration decay rate increased by 50%. Sonya
      Talents
      Level 1 Furious Blow [W] Damage bonus reduced from 50% to 40%. Level 4 Shattered Ground [W] Changed Functionality: Increase Seismic Slam's splash damage by 250%. Targeting a Hero with Seismic Slam further increases its splash damage by 250%, while targeting other enemies instead increases the length of Seismic Slam's splash by 66%. Level 16 Giant Slammer [W] Healing from damage dealt reduced from 100% to 60%. The Lost Vikings
      Base
      Baleog Health reduced from 1180 to 1130. Health Regeneration reduced from 2.46 to 2.35. Basic Attack damage reduced from 78 to 75. Erik Health reduced from 840 to 804. Health Regeneration reduced from 1.75 to 1.67. Basic Attack damage reduced from 65 to 62. Olaf Health reduced from 1540 to 1482. Health Regeneration reduced from 3.21 to 3.08. Basic Attack damage reduced from 57 to 54. Talents
      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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