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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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      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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