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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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      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.

       
    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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