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Heroes of the Storm Balance Update: May 9

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1 hour ago, ShadowerDerek said:

RIP Tracer. You will not be missed.

That you think that nerf to Tracer is anywhere near enough to change her viability, is adorable. It will not effect her even a little bit.

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2 hours ago, ShadowerDerek said:

...

Nerfing Malf and Stukov is definitely the right way. 

They are OP because their healing outputs are arguably one(s) of the best in the game, WHILE having access to very, VERY impactful CC and heroics. They just completely outshine every other support...

You missed the point. Let me ask you a question.
If they significantly buffed other Supports (healing or whatever), would you still think they are OP?
And if we are afraid of double Support comps, you can clearly see that Supports lack good waveclear, especially Malf and somewhat Stukov.
What we need is mroe supports who actually have decent healing AND good CC, so Stukov nerf missed the point. Hooray, Morales has grenade. What does it do good? Nothing. Hooray, we have Ana with Sleep Dart. 99% of the time it ends up being used to just get stack to finally get better range and 2 Heroes per dart. 

Edited by SleepySheepy
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11 minutes ago, SleepySheepy said:

You missed the point. Let me ask you a question.
If they significantly buffed other Supports (healing or whatever), would you still think they are OP?
And if we are afraid of double Support comps, you can clearly see that Supports lack good waveclear, especially Malf and somewhat Stukov.
What we need is mroe supports who actually have decent healing AND good CC, so Stukov nerf missed the point. Hooray, Morales has grenade. What does it do good? Nothing. Hooray, we have Ana with Sleep Dart. 99% of the time it ends up being used to just get stack to finally get better range and 2 Heroes per dart. 

I mean, maybe I'm alone in thinking this, but aside from Rehgar, Stukov is like the best support at waveclearing in the game. Especially if you take lurking arm talents.

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51 minutes ago, PrivateJoker said:

That you think that nerf to Tracer is anywhere near enough to change her viability, is adorable. It will not effect her even a little bit.

Oh it definitely does.

Any players with decent awareness will throw their abilities into Tracer's Recall place if they know the place. Ever heard of portal control? It's a concept where you use CCs like Malf root or Stukov silence on the portal to discourage the enemy team from using it. The same thing can be done to Tracer's Recall now, and Tracer can't even do anything to it.

27 minutes ago, SleepySheepy said:

You missed the point. Let me ask you a question.
If they significantly buffed other Supports (healing or whatever), would you still think they are OP?
And if we are afraid of double Support comps, you can clearly see that Supports lack good waveclear, especially Malf and somewhat Stukov.
What we need is mroe supports who actually have decent healing AND good CC, so Stukov nerf missed the point. Hooray, Morales has grenade. What does it do good? Nothing. Hooray, we have Ana with Sleep Dart. 99% of the time it ends up being used to just get stack to finally get better range and 2 Heroes per dart. 

They are OP because they are, not because the other supports are weak. They're just too well-rounded to justify picking someone else over them in almost any situations. 

Let me ask you: Is Rehgar weak? Is Lucio weak? Is Alexstraza weak? Is Uther weak? No, right? They all have their strengths and weaknesses. But Malf and Stukov? They have so many strengths (great healing output, reliable hard CC, game-winning heroics, good self-protection, etc), but do they have weaknesses? Not really. 

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35 minutes ago, ShadowerDerek said:

Oh it definitely does.

Any players with decent awareness will throw their abilities into Tracer's Recall place if they know the place. Ever heard of portal control? It's a concept where you use CCs like Malf root or Stukov silence on the portal to discourage the enemy team from using it. The same thing can be done to Tracer's Recall now, and Tracer can't even do anything to it.

That is not going to have nearly as large an impact as you're imagining. Countering that would require you to react to her recall, and also have the recall point be within range of your crowd control (the examples you give with malf and stukov are way, way too slow to react to a recall). She'll get caught slightly more often, sure, but I really think that's more of an edge case thing. She'll still be able to do everything she was able to do before, it's not gonna result in her being hard countered.

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5 hours ago, ShadowerDerek said:

Nerfing Malf and Stukov is definitely the right way. 

They are OP because their healing outputs are arguably one(s) of the best in the game, WHILE having access to very, VERY impactful CC and heroics. They just completely outshine every other support.

And I don't even think these nerfs are enough, especially for Stukov. They should outright remove either Growing Infestation or Virulent Reaction. Even a certain EU ~10k Master Alarak main agree with me. 

It's not that the other supports are weak (apart from those actually weak supports like Ana and Auriel): it's that Malf and Stukov are way too strong and well-rounded. 

I'd rather them buffing all the other Supports; we already got that 5% flat nerf in the past that destroyed the Double Support Meta. I know buffing the other Supports is harder than nerfing Stukov and Malfurion, but still.

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1 hour ago, PrivateJoker said:

That is not going to have nearly as large an impact as you're imagining. Countering that would require you to react to her recall, and also have the recall point be within range of your crowd control (the examples you give with malf and stukov are way, way too slow to react to a recall). She'll get caught slightly more often, sure, but I really think that's more of an edge case thing. She'll still be able to do everything she was able to do before, it's not gonna result in her being hard countered.

It  isn't as much hard CC she needs to be worried about, it are Chromie or Jaina combos that have both the recall point and Tracer herself in range.

I don't play at high MMR though, so most Tracer users I encounter are pure garbage and I just laugh at them with Li Li or Johanna.

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22 hours ago, Aasgier said:

If that does not need a nerf (possibly paired with a full talent rework, considering how little deviation there is in his talent tree) I don't know anymore.

Looks like your wish was granted. I was skeptical that a rework could end up ruining him, but looks like it is not the case:

 

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13 hours ago, Valhalen said:

Looks like your wish was granted. I was skeptical that a rework could end up ruining him, but looks like it is not the case:

 

It is Blizzard though. You never know for sure if their balance department is going to screw up :P

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23 hours ago, SleepySheepy said:

She should be something like get Energy whenever any Hero gets damaged (let's say about 20%) and she can get Energy with her actions. That way she can actually bring hope to dire situation, rather than let's crush our best, be crushed by our worst.

"Whenever any Hero get's damage" As in how the current design is or do you propose Auriel should get energy every time her Bestow target (and/or herself) get damaged? Because if that was your idea for a rework then I would strongly disagree with going that direction.

Sure, it would fit her theme with "Where's hope yada yada" but from a design perspective this would be a thing that no enemy on earth would like. Think about it: You, the enemy of Auriel, face off against her and the bestowed target. Now for every attack, skillshot etc. you land your enemy gets rewarded with a source for healing. Rewarding a player for doing worse than his opponent is not something that feels good (looking at you, rage mechanic from Smash 4). Sure, such things can be intended as a comeback mechanic for worse players but do you seriously wanna have Auriels main gimmick her being a plaster?

I think she needs a rework that reduces her energy being tied that hard to the performance of her bestowed target. Auriel should be rewarded with more energy for doing things good and bestowing someone should introduce an interesting back-n-forth mechanic that gives pros as well as risks (like, let energy be consumed for either healing or giving a bestowed target buffs for the duration, something like that).

But that's just how I think about Auriels design, so...

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7 hours ago, Aasgier said:

It is Blizzard though. You never know for sure if their balance department is going to screw up :P

I'm severely worried about that too. Diablo is in a pretty good spot right now (although he is a mono-build Hero), but I like him that way.

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1 hour ago, Valhalen said:

I'm severely worried about that too. Diablo is in a pretty good spot right now (although he is a mono-build Hero), but I like him that way.

I second this. Blizzard can be quite unpredictable. However, I’m not against Diablo receiving nerfs, but only if they are decent sized and keep him extremely viable. He’s in a good spot indeed, albeit slightly too much.

Edited by Maxkitty

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On 9/5/2018 at 10:43 PM, Aasgier said:


Diablo has literally the least flexible talent tree in the game.

So, TLDR: Diablo is the strongest Warrior by far and has only one talent build. Needs rework.

"This is Jimmy! Also, his wife Sarah."

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8 hours ago, SteveFrost said:

"This is Jimmy! Also, his wife Sarah."

1. Raynor has a more flexible talent tree than Diablo.

2. Diablo needing a rework does not mean that Raynor does not need a rework. They both do - for different reasons.

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On 11/05/2018 at 10:02 AM, ExorionAether said:

"...
I think she needs a rework that reduces her energy being tied that hard to the performance of her bestowed target. Auriel should be rewarded with more energy for doing things good and bestowing someone should introduce an interesting back-n-forth mechanic that gives pros as well as risks (like, let energy be consumed for either healing or giving a bestowed target buffs for the duration, something like that).

But that's just how I think about Auriels design, so...

I meant something like her level 7 Empathy (20% of the damage taken). I know issues that Sonya has.
I think it would be balanced, burst can overflow your energy + you have 4s CD barrier.

Or rework could do something like Sonya's Q, for an example. Whenever you stun enemy with E, get 20% of max Energy.

PS: Or maybe even both!

Edited by SleepySheepy

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      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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