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Chromie Rework Discussion

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Lead Hero Designer Matt Villers discussed Chromie in the latest round of blue posts dealing with Hero reworks.

The developers hinted at possible changes to Chromie in the latest Balance & Design AMA. They don't like her binary gameplay experience and are experimenting with making her Dragon's BreathDragon's Breath [W] visible to enemies.

Blizzard LogoBlizzard (Source)

You can look forward to more Chromie changes in the future. I can't give a date, but we've started to experiment with various ideas, like pulling in her range further but reducing her cast time, and making her W visible to enemies. All of this is still early in development, but the idea is to make her feel more interactive with enemies, and not create such a binary experience for Chromie herself (if enemies reach her, she dies and can't do damage, otherwise she's untouched).

In the latest discussion on the official forums, Villers revealed that Chromie is well-balanced and decreasing her damage output would not be the right approach from a design standpoint. The biggest challenge for the devs when dealing with Chromie is not to change her so much that she loses her identity. What do you think defines Chromie? Is it her long range, burst damage, slow or something else? Are you a Chromie player or find her frustrating to play against? Let us know in the comments!

Blizzard LogoBlizzard (Source)

Chromie is a tricky one because there's no single element of her kit that pushes her over the line in terms of feeling frustrating to play against. She's also pretty balanced overall, so simply making her weaker isn't a great option.

Put simply, the challenge for us here is-
  • Change her enough that she feels noticeably more interactive for opponents.
  • Don't change her so much that she loses her identity - she should still feel like Chromie.
  • Figure out how to compensate loss of power from the removal of frustrating elements, without pushing her right back over the line in a different way.

There are many ways we could address the first and third items on that list, but the second one is where things get a bit more difficult. So with that I'd pose the question to you Chromie players out there:

Which parts of Chromie do you feel are core to her identity and which would you feel comfortable seeing changed (assuming she got something else in return)? Is it her long range that defines her? Her burst damage? Her ability to scale hard if she does well on her Quest? Her disruption via Time TrapTime Traps and Slowing SandsSlowing Sands? Some combination of these or something else entirely?

Follow-up Post

Glad to see really good discussion coming out of this. Thanks everyone!

A few quick thoughts on main points-

  • The goal here isn't to make Chromie weaker. A Hero can feel distinct and powerful to play as, and still be fun to play against.
  • We've already seen feedback on playing against Chromie and it's the reason we're having these discussions. The question I posed earlier is focused on the perspective of playing as Chromie, and what makes her feel fun/unique to you personally.
  • Looking through the replies so far, I already see some consistent themes bubbling up, which is great.

While I can't speak to what changes may or may not happen at this point, I love that we're getting so much player feedback on this and we'll be keeping it in mind as we talk about potential future plans for Chromie.

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Reduce her range. That's really all that's needed. She should be viewable when she's using her abilities, not 50 yds away.

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Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

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1 minute ago, Peaches9 said:

Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

I think a small range decrease would also be in order, also, maybe make it so that if she casts a spell she gets revealed, might make her feel less broken. Either or, a range decrease or reveal her location when she is casting. Probably not both, as that seems like it might be a bit too big of a nerf.

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Just reduce the damage, cooldown and cost of Dragon's Breath, i.e. reduce her burst. The most frustrating thing ever is to step on some invisible hourglass and get 90% health melted away instantly. A hero who's so good at poking shouldn't be equally good at bursting down enemies. And maybe a little range decrease on Q and W would be nice.

Laning against Chromie minus the hourglass is actually quite fun for both players because you're playing mindgames with your opponent. Prediction abilities aren't really random; you may get a bit lucky here and there, but what matters most is reading your opponent's mind, both playing and playing against her. Any player can dodge a Dragon's Breath if it's visible, and reduces its use to only combo'd with stuns and the goddamn hourglass, which is the most frustrating thing in the first place.

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16 minutes ago, ZeroFPS said:

Just reduce the damage, cooldown and cost of Dragon's Breath, i.e. reduce her burst. The most frustrating thing ever is to step on some invisible hourglass and get 90% health melted away instantly. A hero who's so good at poking shouldn't be equally good at bursting down enemies. And maybe a little range decrease on Q and W would be nice.

Laning against Chromie minus the hourglass is actually quite fun for both players because you're playing mindgames with your opponent. Prediction abilities aren't really random; you may get a bit lucky here and there, but what matters most is reading your opponent's mind, both playing and playing against her. Any player can dodge a Dragon's Breath if it's visible, and reduces its use to only combo'd with stuns and the goddamn hourglass, which is the most frustrating thing in the first place.

It's actually not that common to get hit by the chromie hourglasses. I don't know how to nerf chromie, maybe a little range decrease with a buff to cast time, and/or making W visible, but I cast hourglass about maybe 50 times a game, and only like 5 times a game does it get triggered. Also, only like once or twice a game do i actually hit someone time trapped with my full burst.

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Making Dragon's Breath visible is really pointless, since most of the time it's easy to predict where Chromie thought you would be when she activates the ability. Due to how you are supposed to counter it, it's range really should be shortened, not by a lot, but just enough so that Chromie is visible to the enemy when she casts it, so that enemy knows that they have to dodge an incoming attack. Also maybe make it do less damage. As a balance you could buff Dragon's EyeDragon's Eye and Deep BreathingDeep Breathing. Shortening the range of Sand Blast on the other hand is unadvised, since it's already pretty difficult to hit. 

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Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

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5 hours ago, SteveFrost said:

"Chromie is balanced" Good one, Blizz, good one.

"Don't worry, this is gonna get nerfed." Inb4, Chromie buffs every 2nd patch

When have you EVER known a Blizzard Rework to actually improve a character? It ALMOST happened with Sonya but then they backpedalled.

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12 hours ago, Peaches9 said:

Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

I think that would help a lot. I think that also reducing its cast range would be fair since it is a pretty telegraphed move (like most of her kit). That would make the move more rewarding to land with the Dragon's EyeDragon's Eye as baseline.

2 hours ago, SenatorBinks27 said:

Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

Yeah, there is that too. Currently Chromie and Hanzo are the only Heroes that can snipe others out of sight. I feel that Chromie is less frustrating than Hanzo, to be honest, because that motherfucker can really spam Storm BowStorm Bow in a way that tilts me very fast.

Chromie, on ther hand, is a setup-oriented character, she needs to use her surroundings in her advantage to land the perfect traps.

The problem is that fighting against Chromie, specially in Quick Match, can be absurdly frustrating when there is no one to dive at her, which results in a damn annoying snowball. Hammer faces a similar problem in this regard too; if there is no one to take her down she will obliterate all the forts.

________________

Since we're talking about reworking some Heroes, how about Probius and Anu'arak? They are two Heroes I feel are left behind in the meta because there are other Heroes that can what they do much better.

Edited by Valhalen
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The fact she has this binary playstyle, where you either stay back and do loads of damage or you get bursted and die if you get too close, is the core aspect of the hero. Rework the level 11 tier completely so she has no survivability at all when the enemy assassins get to her. Give her no counterplay to being dove to punish bad positioning. The ability to stay out of sight and, if you're smart and practiced enough, nuke people is Chromie. Without that there's not too much separating her from any other mage. She'll just be a squishy burst-focused hero.

What I do think, though, is Time Trap could be replaced. Giving players the capability to guarantee they land their Q and W from level 1 is dull. I don't mind Temporal Loop doing that because that's a 70 sec CD heroic that has some counterplay involved but Time Trap is probably what needs to go. Again it can be used to stop you getting dived, camping near one as you stand on the backline and kiting assassins over it as they chase you down.

Edited by Brutalis

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4 hours ago, SenatorBinks27 said:

Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

Well, they changed stealth and killed most of my favorite characters.  They easily can do same to Chromie.
Even tho they killed Nova before stealth rework haha.

Edited by MrOger

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Uncommon Patron

Reduce her range and time trap radius(so you can distroy it with melee ). She has very long range, time trap nullifies divers, and her defensive talents make her even more difficult to kill(timeout, bye bye). At the moment I think only Zeratul can kill her reliable.

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7 minutes ago, MrOger said:

Well, they changed stealth and killed most of my favorite characters.  They easily can do same to Chromie.
Even tho they killed Nova before stealth rework haha.

Valeera and Zeratul are still very viable. Zeratul can deal some nasty eye-watering damage with some builds.

Stealth just requires a lot more of thought and strategy now, instead of ROFLstomping everything.

1 minute ago, XeaKon said:

Reduce her range and time trap radius(so you can distroy it with melee ). She has very long range, time trap nullifies divers, and her defensive talents make her even more difficult to kill(timeout, bye bye). At the moment I think only Zeratul can kill her reliable.

If she picks Bye Bye!Bye Bye! Zeratul can't kill her. And if there is a dive in the enemy team, a good Chromie will always pick this talent. I think Valeera is best suited to kill Chromie due GarroteGarrote, as well the fact that Valeera has the smallest frame of all the stealth Heroes, so even though it is really easy to spot stealth now, in the heat of the battle Chromie will be concentrated on targets miles away, which gives Valeera a way to sneak in.

Despite losing From the ShadowsFrom the Shadows, Diablo still is a solid counter for her, due his gigantic healthpool and lots of stuns and displacements to prevent her from using Bye Bye!Bye Bye!.

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3 minutes ago, Valhalen said:

Valeera and Zeratul are still very viable. Zeratul can deal some nasty eye-watering damage with some builds.

Stealth just requires a lot more of thought and strategy now, instead of ROFLstomping everything.

Well i'm not complaining that they made Nova balanced, but about losing her identity as snowball ranged assassin. While stealth rework made her q stacks as baseline (which i find a pretty good idea) nerf of stealth hit too hard on her defensive capabilities. Zeratul never was reliant on stealth anyway, so he don't miss stealth at all. Most of my grumpyness with stealth rework is about Valeera - rework hit her too hard. Like, ye, garrote build is still strong, but it's kind of the only build remained. She could use more true invisibility time on her passive for better mindgames, or even introduce new talent ability to give her short true invisibility while already in stealth for her openings.

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4 minutes ago, MrOger said:

Well i'm not complaining that they made Nova balanced, but about losing her identity as snowball ranged assassin. While stealth rework made her q stacks as baseline (which i find a pretty good idea) nerf of stealth hit too hard on her defensive capabilities. Zeratul never was reliant on stealth anyway, so he don't miss stealth at all. Most of my grumpyness with stealth rework is about Valeera - rework hit her too hard. Like, ye, garrote build is still strong, but it's kind of the only build remained. She could use more true invisibility time on her passive for better mindgames, or even introduce new talent ability to give her short true invisibility while already in stealth for her openings.

I think that for the sake of balance in all game modes (Quick Match and Ranked), they nerfed Valeera in a way she doesn't make the game too frustrating for new players, which is actually the reason they reworked stealth mechanics.

So instead of being burst monster as she was on launch, Valeera now is more focused on disables and securing kills for the rest of her team, rather than killing everything herself.

Sure, it made her lose some of her identity as a "WoW Rogue", but Rogues were never a balanced class to begin with, specially in Vanilla. So for the sake of the health of the game, this was the best decision. She still has a very strong burst-oriented build that can do around 2k damage, if I'm not wrong.

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1 minute ago, Valhalen said:

I think that for the sake of balance in all game modes (Quick Match and Ranked), they nerfed Valeera in a way she doesn't make the game too frustrating for new players, which is actually the reason they reworked stealth mechanics.

So instead of being burst monster as she was on launch, Valeera now is more focused on disables and securing kills for the rest of her team, rather than killing everything herself.

Sure, it made her lose some of her identity as a "WoW Rogue", but Rogues were never a balanced class to begin with, specially in Vanilla. So for the sake of the health of the game, this was the best decision. She still has a very strong burst-oriented build that can do around 2k damage, if I'm not wrong.

Ye, i remember about her Q oriented build, but i dislike it for reducing her already poor mobility. Relying on others for kill is most stupid idea for character design that literally screams "ASSASSIN", no offense. And moving toward "friendliness for new players" is a good way to bring the richness of the game down, fun games are not where everyone is balanced around each other, but where everyone is op in their own way.

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I think they actually could play with poison based abilities, like introduce talent on same tier of her other poisons that, for example, brings damage of all abilities down by 30%, but makes them deal 80% additional damage over 5 seconds.

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I'm reading all this comments about Chromie and I actually can't believe people are SO BAD at this game. Because you must be if you are "so frustrated" when Chromie hits you (at the same time Im NOT saying Im a master here). Acording to Blizz Im platinum level player and I have NEVER felt any oppression from this hero. I enjoy playing her and I really enjoy playing vs her (because  even when she is my opponent I can test how good I am. How good can I dodge her Q's. How good am I at remembering where is her trap. How good can I predict where she shot her W. Etc. )
Also you can almost instantly recognize a good Chromie player that spent HUNDREDS of hours to master her in comparison to a bad player that is easy to avoid and very predictable. Yes - she can scale nicely in late game IF YOU LET HER. Yes - she can burst you down in the late game IF YOU LET HER. Or if your team is COMPLETELY clueless.
Also - she has no escape other then 'Bye-bye' which can be easily interrupted with any stun.
Also - she has almost no mobility tools (other then 'Here and there')
Also - she is very squishy.

People complain about hero itself but in reality most of my games when I lose to Chromie look like this:
- 2-3 morons players stay mid most of the game and take SHOT AFTER SHOT from Chromie's Q stacking her like crazy
- players don't look at Chromie's animation and then they whine that they can't see her W
- if players are backing away from tf they go in a straight line and then wonder how could Chromie predict them with her W
- if Chromie uses her Temporal Loop, healer can't time his cleanse properly to negate it
- if targeted hero has some escape option or invulnerability he can't time it properly to negate it
- if my team has an option to just jump Chromie and insta-kill her to negate her TL, they don't do it - even if its a free kill. They just run away and get hit with W+Q anyways...
- etc. etc. etc.

IMO Chromie is great and unique hero that rewards you for mastering her. And punishes bad players for... being bad.
Im not saying she is perfect - maybe she needs some tuning, but imo more in stats and timers then changing her core playstyle.

BTW (from Hotslogs):
Bronze - Gold = 40% win rate
Platinum = 48% wr
Diamond - Master = 51,5% wr

P.S. Just to be clear - I got my ass whooped by good Chromies MANY TIMES. But that doesn't mean the hero is broken or OP.

Edited by Godeyes
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3 minutes ago, Godeyes said:

I'm reading all this comments about Chromie and I actually can't believe people are SO BAD at this game.

Hey man, your opinion is very appreciated, but different players have different levels of skill. Your comment, while it had a lot of weight and solid arguments, was very rude in some points, with that "GIT GUD" attitude. If people don't know how to deal with Chromie, they can learn with positive feedback. I would have appreciated your comment a lot more if it didn't include insults.

Also:

5 minutes ago, Godeyes said:

when I loose to Chromie looks like this

*lose

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2 hours ago, Valhalen said:

Hey man, your opinion is very appreciated, but different players have different levels of skill. Your comment, while it had a lot of weight and solid arguments, was very rude in some points, with that "GIT GUD" attitude. If people don't know how to deal with Chromie, they can learn with positive feedback. I would have appreciated your comment a lot more if it didn't include insults.

But GIT GUD is exactly what you have to do in this game. Im playing 2,5 years now and Im sick of people whining ALL THE TIME without any proper reason. The reason is "Im a bad player and can't deal with good Chromie players. Nerf Chromie". This is insane.

Also it is sad that you are one of "those guys" that hear "toxicity/insults/trashtalk" instead of just criticism.
Sb is making a point that you are not good enough if you state that 40% wr hero is OP - just accuse them of insults and DO NOT change anything. Keep calm and stay bad. Then go to official forums and make a crypost that Chromie just whooped your ass and they should nerf it. Sure that attitude is way better then "git gud attitude".

I srsly don't want to attack you personally or anything like that (so pls don't get offended) but to prove my point... here are your words from december last year where they "nerfed" (removed pull from his grounbreaker) Garrosh:

On 12/21/2017 at 12:13 PM, Valhalen said:

RIP Garrosh. I know his gameplay was considered "toxic", but changing that pretty much kills the entire concept of the character. Now he's just another tank with stun. But let's see how this play out.

Now he is just another TOP tank.

Edited by Godeyes

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9 hours ago, Apologised said:

When have you EVER known a Blizzard Rework to actually improve a character? It ALMOST happened with Sonya but then they backpedalled.

Short answer: Yes, though infrequently.

Long answer: Most of the Heroes that have received reworks are ones I don't like/play. For those that I do, I'll share my thoughts:

Zul'jin: The latest changes landed very well, he now has many interesting choices and paths he can take.

Zeratul: Same with Zul'jin; tho he has had a lot more changes in the past by comparison, his tree feels adequately branched and diverse.

Nova: From disappointment to disappointment. Though her original state was pretty feast or famine, her first rework was the definition of epic fail. They practically took away her burst damage which was the only thing she had going for her and left her at that. Then they did some "buffs" from time to time (most of which were negligible). The 2nd time, the new talents were nice (but not too many of them), the baseline quest spot on, however they still failed to deliver on their goal to make her "healthier" and "fit for a competitive environment" (which was the goal since the first rework, their exact words) she still feels extremely one-dimensional and even Samuro makes for a better stealthy assassin imho.

Alarak: Him I don't play as much as the others but I enjoy how challenging he is to play well and how rewarding it feels when you manage so. Feels ok to me, at least for the most part.

Valla: Pretty well done, all I have to say.

Varian: I don't think "rework" cuts it here but nevertheless, the changes were helpful to him.

Tyrandu: She has had many changes, others good, others terribad. Now her tree is mostly ok imho, offers a good variety. She could use some light touches, hope the changes they have planned don't ruin her as a versatile character.

Malfurion: Another troubled one, lately they've done pretty well with him, adding the burst heal option cause burst heal is best heal and he was pretty much the only one without it. He may be pretty strong currently but a name like his deserves that imho.

Illidan: His was the first major rework iirc. While it worked on its goal, make him feel stronger, scale and increase his talent options, subsequent nerfs along with other changes (more counter options/"better" assassins, etc) pushed him out of the picture.

Medivh: Making The Master's Touch a baseline quest was single-handedly one of the best changes they've done in years. Overall, he feels better and funnier to play than before imho.

Cho'gall: I think the changes really hurt him (big nerf) especially Gall, but the core essence of the Hero hasn't changed; with good coordination, he becomes pretty much a raid boss.

Johanna: I particularly enjoyed the change to Blessed HammerBlessed Hammer, always went for that talent even if it was considered subpar, now it is a solid one and overall I'm happy with how they treated her.

Muradin: He didn't need much work and they thought the same way, which was good. A bit sad you can't have both SkullcrackerSkullcracker and Give 'em the Axe!Give 'em the Axe! (with how they used to be) and they could really make wonders with Dwarf TossDwarf Toss and its associated talents imho but I still enjoy him greatly, pros outweigh the cons.

Tyrael: If anyone's been reading my posts carefully, he would have noticed a pattern; that I talked about 2 specific Heroes most of the time. Two Heroes I had level 10 complete with Master skin on 2 accounts (Europe and NA) with the old, painfully grindy system. He waited far too long to get a rework (others getting two or even three before him & being in a much better spot) being nerfed to oblivion in the meantime. When the rework finally came, I was left with a bittersweet taste. His tree became much better (it was tragic tbh), branching with many and interesting choices, new talents were nice (tho again fewer than I'd like) but the bad thing imho was that, it seemed like the devs still didn't really know what they wanted him to do and that reflected on the changes; jack-of-all-trades master of none. For the Archangel of Justice, I sure felt there was quite a bit of potential wasted tho at least he's much better than where he was left at. Hopefully they won't ruin him with constant nerfs again.

Jaina: The other of the aforementioned 2 and my waifu. Now, I've talked about her A LOT of times, I'll try to keep it laconic here. Pretty much same with Tyrael; her rework was EXTREMELY LONG OVERDUE, imho she was left to rot for an unfair amount of time after suffering a large amount of consecutive, unwarranted nerfs (while Chromie and others kept getting buffed). When the rework came, again, same with Tyrael. Difference being new talents were scarce (I believe they were just 2-3) and they didn't do much to alleviate most of her issues (giving her the range and/or radius increases baseline instead making Snow Crash baseline and reducing BlizzardBlizzard 's damage, so in most cases, it did much less damage than before) which made her subpar compared to most other mages who were considered dominant and for good reason (advantage in range, radius, cooldowns, mana cost etc). At least she's not in the same boat as she was and I'm grateful for that. Hopefully, she can get a bit more love.

Now, the issue with Chromie imho is not just how much damage she can do and from what range but also how frequently (cooldowns? mana costs? what are those?) and as some others pointed out, from out of vision range. Also, she breaks one of HotS' most core elements; by getting her talents not one, but 2 LEVELS EARLIER  (of the biggest reasons why I consider her broken) she openly defies the "there's no I in team" philosophy since there's no individual but team level. Even if her team isn't doing very well, she isn't much affected or taken back by it. Now, I really wanna know how the devs consider this "fair" and "balanced". In the patch where they made this change, the "reasoning" was 'we're confident we can add power that resonates with the Hero and fits with his fantasy" or something along those lines. Ok then, Kerrigan should shoot thunderbolts from her hands and telekinetically push/destroy other people and things.

Edited by SteveFrost
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28 minutes ago, SteveFrost said:

(Nova) still feels extremely one-dimensional and even Samuro makes for a better stealthy assassin imho.

The problem is that Nova's gameplay style is one-dimensional. That's a problem with her entire kit. She offers little beyond being annoying and poking you with snipes. Blizzard should take the Zul'jin route and rework her in a way that she is offered more talents that at least give her two routes: Basic Attack Damage or Ability Damage.

30 minutes ago, SteveFrost said:

(Tyrande) could use some light touches, hope the changes they have planned don't ruin her as a versatile character.

Tyrande is the polar opposite of Nova. Where Nova is one-dimensional, Tyrande does a lot of shit, but doesn't excel at any. Which is not bad, but I feel that they need to rework her in a way that offers her four paths: versatility, utility, damage, healing. That way you can either be a jack-of-all-trades and master of none, or focus on strenghting specific attributes and spells. Kinda like making her akin to Kharazim.

33 minutes ago, SteveFrost said:

Cho'gall: I think the changes really hurt him (big nerf) especially Gall

The nerfs hit Gall, really. Cho is a thousand times better than her was before. His Basic Attack Build becomes insanely strong in the mid-late game, making him a nasty and sturdy Bruiser. I wish they'd give Gall some buffs, because he is really shitty now, although has some neat talent combinations (Twilight NovaTwilight Nova + Leaden OrbLeaden Orb). But I think that if they reverted the nerf to Dread OrbDread Orb's radius he'd be more interesting to play.

39 minutes ago, SteveFrost said:

it seemed like the devs still didn't really know what they wanted (Tyrael) to do and that reflected on the changes; jack-of-all-trades master of none.

Yes, I believe he suffers a similar problem that of Tyrande. He has a diverse kit, which makes hard to balance without making him too OP. Maybe refining some talents to add him three separate routes similarly to what I suggested to Tyrande would work: utility, tanking and bruising.

____

Also, I'd like to talk about the Rexxar rework. While it made him a way more viable character than the piece of trash he was before, I still believe Blizzard could do so much more with him. Because, at least to me, he doesn't really fit with the "fantasy" of a Hunter. I made a whole post about what a cool rework for him could be in my "Heroes of the Brainstorm" thread, and even posted in the Official Forums, but I highly doubt it'll reach Blizzard.

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    • By Stan
      The Heroes Design team is looking for feedback on the latest Nexus Anomaly, the current thinking is to keep the Core changes permanently because they add unique flavor and cool moments to games, and this post focuses on the more controversial changes that have gone live for Structures, mainly Tower aggro.
      Main Highlights
      The team initially decided to pull out all of the Tower aggro changes in preparation for the next Anomaly, as they didn't think they were right for the game. Once they removed the system, they started receiving feedback from across the team that this was the wrong decision, and that Tower aggro changes made the game feel better. Left undecided, the Design team is currently looking for feedback, because they need to make a call soon, but they are not 100% sure what to do now. Would you like the Tower aggro changes permanently added to the game?
      (Source)
      Hello fellow Heroes!
      The Heroes Design team has been hard at work on our next seasonal content, including deciding what to do with the Call for Help Nexus Anomaly. We’re looking for feedback, and we wanted to take the time to give you some heavy insight into our thoughts, so strap yourselves in, this is going to be a doozy!
      Firstly, we have already decided that we like what the changes to the Kings Core have brought to our game, and we want to keep those. We believe they give our maps a unique flavor and they add some cool moments to games. This article will be focused solely on the more controversial changes that were made to Towers, Forts, and Keeps in regards to how they interact with enemy Heroes. We think a good place to start is with what our goals were when we changed the Tower Aggro system.
      We had two major goals with the system:
      We wanted players to feel like their Towers were “smart” about how they tried to protect members of their team. We have heard lots of feedback over the years that it’s frustrating that Towers will prioritize a nearby minion while an allied Hero is being attacked, and that this felt unintuitive, resulting in players being upset with their own structures for not helping them out.
      We wanted to create more interesting back and forth gameplay between Heroes in both Tower diving and town defense situations. Before this change, the defending team’s counter-play was to try to cast AoE abilities on enemy Minions so that they would die, effectively enabling their Towers to target the diving Heroes and protect them.
      We want to also point out that while the first point may not seem like much, it is a fairly big deal, and was the initial primary motivator for changing Tower aggro. It’s important when playing games that they “feel” right, and when they don’t it can be a big deterrent to player enjoyment. It’s why we spend a lot of time and effort on high quality visual effects, sound effects, models, animations, and creating counter-play through proper design. It’s all related, and we believe that games become great works of art when things feel like they’re all working together in a cohesive and awesome way.
      Where We Are
      Let’s talk about how we feel about where things currently stand. We had recently made the decision to pull out all of the Tower aggro changes, and our recent playtests have had them removed in preparation for the next Anomaly. The team didn’t feel that it was a clear enough win due to some design concerns which we will discuss later, and due to how controversial the changes have been overall. We’re committed to only keeping Anomalies that we truly believe are better for the game as a whole, and since we were also incredibly torn on this issue, we had decided to remove it.
      Then something interesting happened. Once we had removed the system, we started getting feedback from across the team that this was the wrong decision, and that the Tower aggro changes, although they had some issues, made the game, overall, feel much better. We ourselves also noticed that the games just felt better with the system on, which caused us to go back and ask ourselves: “are we making the right decision by taking this away?”
      After lots of debate, we’re still torn on the how we want to proceed. We need to make a call soon, so we’re asking for some feedback from you to help us decide. In the next and final section of this post, we’re going to outline what we like about the current system, what we don’t like, and some proposed changes to improve the system if we decide to keep it.
      What We Like
      We believe we succeeded in Towers feeling smarter as a defending player. They “feel” like they’re doing what they should be
      We believe we’ve created cool, high-tension moments when enemy Heroes dive under a Tower. We also like how attackers have some ability to manipulate who gets the Tower aggro to make intelligent, coordinated plays. We believe this can be even better with improvements in the future
      The combination on our end of being able to manipulate Tower damage and the stacking Armor debuff gives us a lot of room to manipulate exactly how we want these interactions to feel going forward, and gives us good tuning knobs to decide how much defensive power is from the Tower itself or from the nearby enemy Heroes who are there to defend it
      Issues With The Current System
      We believe Towers are currently too punishing to consistently create the cool, high-tension moments we described above. They currently hit too hard to make those moments happen as often or as long as we’d like them to
      Many players don’t like how much they have to change their behavior when near enemy Towers, particularly the ones near the Gates, mainly due to splash damage inadvertently causing Towers to attack them
      A lot of the map is now more dangerous than before, making it less possible to fight enemy Heroes, particularly in the early game. This exacerbates issues we already have with our desire to make the laning phase of the game more interesting
      When too powerful (which we believe it currently is), it disincentivizes players from pushing with their map objectives, which can make those moments feel less awesome
      Some players just like the way things have been for years, and don’t want such a large change to a fundamental aspect of the game. While not a commanding reason to never make changes, it is something we always try to keep in mind, and why we think the bar needs to be high in order to keep these kinds of fundamental changes to game systems
      Now that we’ve covered where we’re at, here are some potential ideas that we have been debating to help make things better if we decide to keep the changes. We could end up doing none of these or all of them, and we’re open to other ideas from you!
      Change all structures to prioritize Map Objectives before anything else Pros
      It would fix players not wanting to push with Map Objectives Cons
      It adds another rule that can be unintuitive for the defending players since they will not always be defended by their Towers, only most of the time, which can be confusing and goes against the primary goal of Towers “feeling” smart in how they work
      Towers don’t defend their teammates in the moments of the game when they need them most
      Change Tower aggro so that the front Towers prioritize Minions, but the Forts, Keeps, and Kings Core prioritize Heroes who attack other Heroes Pros
      The early game would better reward aggression and pushing, and less of the map would be as dangerous as it currently is with the new system Players could attack gates without feeling like their splash damage could get them into trouble Cons
      It adds complexity to the game with two different Aggro rules depending on the Structure
      Lower the damage that Structures do to Heroes Pros
      Towers won’t be as directly threatening themselves, which mitigates the issue of them being too punishing in the early game Players will have more time to be aggressive with Tower diving and less immediately punished when Towers initially start to shoot them It puts the onus of properly defending towns more on the defending team, which incentivizes interaction between heroes Cons
      It makes Towers weaker, which could result in Tower diving being too prevalent.
      These are our thoughts on the current Anomaly. Thanks again for taking the time to read through our ideas. We’re now looking for feedback on how you feel about the current system, whether or not you would like to go back to the old system and why, or other ideas on how to improve the current one. We want to make a choice in the near future about what to do, so please be a Hero and give us your feedback – it will greatly help us in our tireless pursuit of constantly improving this game that we all love playing together.
    • By Stan
      While there are no plans to bring back Haunted Mines at this time, reddit user RockNerd33 did a drum cover of the original Haunted Mines soundrack for everyone to enjoy.
      For illustration, here's the original Haunted Mines Soundtrack if you haven't heard it yet.
      (Source)
    • By Oxygen
      Our twenty-ninth Heroes of the Storm Meta Tier list for the month of December is here!
      The latest meta tier list for December 2019 is here!
      Welcome to another Icy Veins's Meta Tier List for the December 3 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame).
      Using the list
       
      Current ranked mode map rotation
       
      Current anomaly
      Experience Globes. For more information about this Anomaly, simply refer to our Anomaly guide.
       
      Meta picks
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer — Deathwing (new) (ban) — — — — — —  
      High-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer E.T.C. (ban) — Alarak (ban) Zeratul — Jaina Abathur (ban) Ana↓ (ban) Diablo (ban)   Qhira      Kael'thas (ban)   Anduin (ban) Garrosh (ban)         Sylvanas   Uther↑ (ban) Johanna (ban)                
      Mid-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer Anub'arak↓ Artanis Kerrigan Tracer Cassia Azmodan  Medivh Alexstrasza Arthas Chen↓ Maiev   Falstad Chromie Zarya Auriel Blaze Dehaka Malthael   Fenix Gul'dan   Brightwing↓ Mal'Ganis Imperius↓ Ragnaros   Greymane Junkrat    Deckard↓ Muradin Sonya Thrall   Hanzo Kel'Thuzad   Kharazim Stitches Yrel Varian   Lunara Li-Ming   Li Li Varian   Varian   Raynor Mephisto   Lt. Morales         Tychus Nazeebo   Lúcio         Valla Orphea   Malfurion         Zul'jin Zagara   Rehgar                 Stukov               Tyrande               Whitemane↑  
      Low-tier generalists
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer — D.Va Gazlowe Genji↓ Sgt.Hammer↓ Probius — —     Murky Valeera             The Butcher            
      Situational picks (map, team composition, or counterpick)
      Tank Bruiser Fighter Stalker Marksman Mage Support Healer Cho'gall Leoric Illidan Nova — Cho'gall Tassadar — Tyrael Rexxar Xul Samuro     The Lost Vikings    
      Meta heroes define the metagame. They are very often banned or picked right away, as they generally dictate the pace of most drafts and matches.
      Generalists form the core of your team and are generally picked after Meta picks have been distributed. They tend to work on most maps, and as part of and against most team compositions. Since this group includes most heroes, I elected to split it into three tiers. High-tier rankings are a result of performance (i.e. win rates) and popularity (i.e. pick and ban rates). This means that heroes with high win rates can be set in low tier; the opposite may also be true.
      Situational picks shine on specific maps or as part of specific team compositions.
       
    • By Stan
      Blizzard released two new skins for Cassia and Tracer yesterday, but that did not stop community members from submitting their own skin concepts that are very well worth checking out! Here's Messenger Kharazim and Hades Ragnaros.

      Messenger Kharazim by Yasemin Baran (Source)

      Hades Ragnaros by Evangelos Callow (Source)
      Latest Heroes of the Storm News
      Heroes of the Storm Balance Patch: May 6th Mythic Pantheon Skins Now Live
    • By Stan
      A new balance patch has just hit the Nexus. Cassia and Tracer have been reworked and we have some changes to the latest Nexus Anomaly, Tassadar buffs, and more. Read on for more details!
      Earlier today, Blizzard released new skins for Cassia and Tracer. They went live before this patch.
      (Source)
      Heroes of the Storm has just been updated with Hero balance changes! Read on for details.
      Quick Navigation:
      General Collection Battlegrounds Heroes Rework Heroes Bug Fixes General
      Nexus Anomaly - A Call For Help Tower, Fort, and Keep structure damage reduced by 10%. Structures will only focus their attacks on enemy Heroes if they attack an allied Hero who is also in their range. Self-damage from Heroes will no longer cause structures to focus them. Periodic damage over time will no longer cause structures to focus Heroes. Return to Top
      Collection
      Awakened Dark Nexus Manta is now called Astral Dark Nexus Manta and vice versa, to better reflect their appearance. Return to Top
      Battlegrounds
      Hanamura Objective Missile damage increased from 1800 to 1900. Samurai Camp Laner version Health reduced from 8,000 to 7,200. Laner version Health scaling reduced by ~10%. Return to Top
      Heroes Rework
      Cassia
      Base
      Vitals Health reduced from 1840 to 1510. Health Regeneration reduced from 3.83 to 3.15. Basic Attack Attack range increased from 4 to 4.5. Weapon period increased from .75 to 1. Attacks per second reduced from 1.33 to 1. Damage reduced from 130 to 122. Lightning Fury [Q] Damage reduced from 175 to 150. Cooldown increased from 4 to 5 seconds. Mana cost reduced from 30 to 25. Additional functionality: Holds 2 charges. Blinding Light [W] Mana cost reduced from 70 to 50. Fend [E] Damage reduced from 39 to 34. Cast range increased from 5 to 6. Cooldown increased from 8 to 10 seconds. Mana cost increased from 40 to 50. Additional functionality: Avoidance remains active while Fend is channeling. Avoidance [Trait] Duration increased from .5 to .625. New functionality: While moving unmounted, gradually gain 30 Armor of the course of 3 seconds. Talents
      Level 1 Thunderstroke New functionality: Increase the damage of Lightning Fury by 25 and casting it grants 5 stacks of Avoidance. Quest: Every Hero hit increases the damage of Lightning Fury by 1. Impale Moved from Level 7. Additional functionality: Increases the cast range and AoE of Fend by 25%. It deals 50% more damage to enemies below 50% Health. Charged Strikes New functionality: Gain 20% Attack Speed. Every 3rd Basic attack deals 20% bonus damage to the target and bounces to nearby enemy Heroes. Level 4 Inner Light New functionality: Activate to heal for 25% of your maximum Health over 5 seconds. Heroes hit with Lightning Fury lower this cooldown by 10 seconds (70 second cooldown). Ring of the Leech New functionality: Basic Attacks against heal Cassia for 15% of the damage they deal. If an enemy is Blinded this affects Lightning Fury and Fend. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. Level 7 Seraph's Hymn New functionality: Increase the passive damage bonus of Blinding Light to 30%. Basic Attacks that hit enemy Heroes lower the cooldown of Blinding Light by 1.5 seconds and grant 10 Mana. Surge of Light Activation Damage increased from 210 to 300. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. New Talent: Debilitating Thrusts Enemies hit by Fend are slowed by 30% for 3 seconds. Level 13 Grounding Bolt Removed. Thundergod's Vigor Removed. Lunging Strike Removed. New Talent: Gloves of Alacrity Basic Attack range is increased by 1. Increase this to 2 while Avoidance is fully charged. War Traveler Moved from Level 7. New functionality: Gain 5% Movement Speed and if Avoidance is maxed gain an additional 10% Movement Speed and your Mount time becomes instant. New Talent: War Matron Cassia is Protected while channeling Fend and for an additional 1 second if the channel is completed. Level 16 Pierce Removed. Penetrate Removed. New Talent: Power Strike Lightning Fury pierces. Hitting an enemy Hero with Lightning Fury marks them for 15 seconds. Once a player has 3 marks, cast a free Blinding Light at their feet. New Talent: Static Electricity Gain 2 more charges of Lightning Fury. Fend launches a Lightning Bolt at nearby Heroes upon arrival. Level 20 Infinite Lightning Cooldown refund per bounce from 3 to 5 seconds. Imprisoning Light The main target is Blinded for 5 seconds. Enemies knocked back take damage and are Rooted and Silenced for 3 seconds. Titan's Revenge New functionality: Basic Attacks ignore Armor and while Avoidance is fully charged, deal 20% bonus Attack Damage. New Talent: Rockstopper Activate: Instantly fully charge Avoidance and increase the Armor bonus to 60 for 4 seconds (30 second cooldown). Return to Top
      Tracer
      Base
      Weapon Range reduced from 5.5 to 5. Damage reduced from 26 to 24. Pulse Bomb charge gained from Basic Attacks increased by 25%. Max Health increased from 1280 to 1330. Health Regen reduced from 5.3 to 2.71. Melee [W] Pulse Bomb charge increased from 5/10% to 6/12%. Recall [E] Cooldown reduced from 30 to 20 seconds. Amount of time to Recall reduced from 3 to 2 seconds. Duration of Recall increased from .75 to 1.25 seconds. Pulse Bomb [R] Target damage reduced from 360 to 288. AoE damage reduced from 180 to 144. Reload [Trait] Added functionality: Tracer gains 15% life steal on her Basic Attacks. Talents
      Level 1 Pulse Strike [W] Removed. Parting Gift [E] Moved from Level 4. Damage increased from 240 to 250. Added functionality: Each Hero hit by Parting Gift bombs grants 5% Pulse Bomb charge. Slipstream [E] Removed. Tracer Rounds [Passive] New functionality: Increase Tracer’s Basic Attack range by 10% (.5). Attacks against Heroes reveal a small area around them for 3 seconds. New Talent: One-Two Punch [W] Lower the cooldown of Melee by 1 second. It gains an additional charge with a 2 second cooldown between casts. Level 4 New Talent: Pulse Generator [R1] Sticking a Hero with Pulse Bomb regenerates 25% of max HP over 1.5 seconds and refunds a charge of Blink. Is That a Health Pack?! [Passive] Added functionality: Collecting a regen globe reduces the cooldown of Healing Fountain by 10 seconds. Leeching Rounds Moved from Level 13. New functionality: Increase the Life Leech on your Basic Attacks by 5% for each Blink charge you currently have. Level 7 Sleight of Hand [Trait] Moved from Level 16. Focus Fire [Trait] Moved from Level 16. Locked and Loaded [Trait] Moved from Level 16. Leeching Rounds Removed. Level 10 Quantum Spike [R] New Functionality: Deals an extra 6% of maximum health as damage to Heroes. Level 13 Jumper [Q] New functionality: Blink grants a shield equal to 6% of maximum health for 3 seconds. This shield stacks up to 3 times. While Blink has no charges remaining, its cooldown recharges 125% faster. Bullet Time [Q] Removed. Untouchable [Q/Passive] Moved from Level 4. New functionality: Passively increases the distance of Blink by 33%. Takedowns grant 5% increased Basic Attack damage, up to 30%. Stacks are lost on death. New Talent: Telefrag [E] Basic Attacks reduce the cooldown of Recall by .1875 seconds. After arriving at the recall destination, Tracer deals 160 damage and knocks back any nearby enemies. Level 16 Bullet Spray [W] Moved from Level 13. New Talent: Heavy-Handed [W] W reduces hero armor by 15 for 4 seconds. Ricochet Moved from Level 13. Bounce chance increased from 50 to 60%. Level 20 New Talent: Chrono Triggers [Q] Casting Blink causes Basic Attacks to consume no ammo for 1 second. Get Stuffed! [W] New functionality: Increase Melee’s Pulse Bomb generation against Heroes from 12% to 24%. Hitting a Hero with Melee while they have a Pulse Bomb attached causes it to explode instantly and knock them away. Total Recall [E] No longer increases the cooldown of Recall. Return to Top
      Heroes
      BRUISER HEALER MELEE RANGED Artanis Anduin Alarak Chromie Deathwing Brightwing   Jaina Dehaka Deckard   Li-Ming Imperius     Orphea Ragnaros     Probius Xul     Tassadar Return to Top
      Bruiser
      Artanis
      Base
      Health increased from 2470 to 2525. Health Regeneration increased from 5.14 to 5.26. Shield Overload [Trait] Shield amount increased from 375 to 385. Talents
      Level 1 Seasoned Marksman [Passive] Removed. Reactive Parry [W] New functionality: Damaging enemies with the first slash of Twin Blades grants Artanis 75 Physical Armor against the next enemy Hero Basic Attack. If the target is an enemy Hero, then the second slash grants Artanis an additional stack. Stores up to 2 charges. New Talent: Protector of Aiur [Passive] Quest: Basic Attacks against enemy Heroes increase Artanis’s Attack Damage by .1%. Takedowns grant 1% bonus damage. Level 7 Warp Sicknesss [E] Removed. Chrono Surge [E] Attack Speed bonus reduced from 75% to 40%. Additional functionality: Phase Prism Slows the enemy’s Movement Speed by 30% for 4 seconds. Return to Top
      Deathwing
      Base
      Health reduced from 2850 to 2750. Health Regeneration reduced from 5.94 to 5.73. Cataclysm [R1] Periodic damage reduced from 10 to 9. Talents
      Level 4 Heat Wave [W] Damage after using Incinerate reduced from 14 to 12 per second. Level 7 Firestorm [Z] Additional functionality: Reduce Deathwing’s landing cooldowns by 2 seconds. Skyfall [E] No longer reduces Deathwing’s landing cooldowns when hitting enemy Heroes. Healing increased from 2.5% to 3% maximum Health. Return to Top
      Dehaka
      Base
      Dark Swarm [W] Damage increased from 47 to 49. Talents
      Level 7 Constriction [Q] Removed. Paralyzing Enzymes [Q] Moved from Level 16. Adjusted functionality: Increase Drag duration by .5 seconds. After it ends, enemies hit are Slowed by 30% for 2.5 seconds. Level 16 New talent: Pack Leader [Z] While Dehaka is in a bush and for 5 seconds after leaving, he gains 20 Armor. Return to Top
      Imperius
      Talents
      Level 13 Pathetic Mortals [Q] Additional functionality: Reduce the Movement Speed of enemy Heroes hit by Celestial Charge by 25% for 4 seconds. Return to Top
      Ragnaros
      Talents
      Level 10 Sulfuras Smash [R1] Cooldown reduced from 80 to 60 seconds. Mana cost reduced from 75 to 70. Damage to enemies hit by its outer area increased from 198 to 250. Return to Top
      Xul
      Base
      Basic Attack damage reduced from 100 to 95. Spectral Scythe [Q] Damage reduced from 210 to 200. Raise Skeleton [Trait] Damage done when Skeletal Warriors die reduced from 50 to 46. Talents
      Level 4 Jailors [Trait] Movement and Attack Speed bonuses reduced from 40% to 30%. Level 13 Echoes of Death [Q] Damage from additional scythes reduced from 60% to 40%. Level 16 Decrepify [Q] Slow amount reduced from 40% to 30%. Return to Top
      Healer
      Anduin
      Talents
      Level 4 Holy Reach [E] New functionality: Increase the Root duration of Chastise from 1.25 to 1.5 seconds. After hitting an enemy with Chastise, Anduin’s next Basic Attack deals 75% more damage and heals allied Heroes near him for 100. Level 13 Speed of the Pious [W] Additional functionality: Each allied Hero healed by Divine Star on its return to Anduin reduces its cooldown by 1 second. Enchant Boots - Lion's Speed [Trait] Additional functionality: Allies pulled by Leap of Faith are healed for 280 over 4 seconds. Push Forward! [Passive] Now labelled as a Chastise talent [E] Additional functionality: While gaining 20% bonus Movement Speed, Chastise’s cooldown recharges 25% faster. Level 20 Desperate Prayer [Active] No longer places Flash Heal on a 10-second cooldown. Return to Top
      Brightwing
      Base
      Polymorph [W] Slow amount increased from 25% to 30%. Pixie Dust [E] Spell Armor amount increased from 25 to 30. Phase Shift [Z] Cooldown reduced from 60 to 50 seconds. Healing increased from 20% to 25% maximum Health. Talents
      Level 1 Hyper Shift [Z] Cooldown reduction reduced from 2 to 1.5 seconds. Level 4 Magic Spit [Passive] Cooldown reduction increased from 5 to 6 seconds. Level 7 Critical Mist [Trait] Healing increased from 150 to 165. Return to Top
      Deckard
      Base
      Health increased from 1700 to 1780. Health Regeneration increased from 3.54 to 3.71. Talents
      Level 1 Scroll of Identify [E] Quest requirement reduced from 16 to 14 enemy Heroes hit. Level 4 Ruby [Active] Cooldown reduced from 20 to 10 seconds. Level 10 Lorenado [R2] Cooldown reduced from 40 to 30 seconds. Mana cost reduced from 40 to 35. Return to Top
      Melee Assassin
      Alarak
      Talents
      Level 1 Sustaining Power [E] Removed. New Talent: Overwhelming Power [Q] After hitting an enemy Hero with Discord Strike, Alarak gains 40% Attack Speed and his Basic Attacks heal him for 50% of the damage dealt for 4 seconds. Level 7 Hindered Motion [W] Slow amount increased from 25% to 30%. Return to Top
      Ranged Assassin
      Chromie
      Base
      Dragon's Breath [W] Damage increased from 204 to 215. Talents
      Level 5 Bronze Talons [Q] Damage bonus increased from 40% to 50%. Mobius Loop [W] Cooldown reduction increased from 1.75 to 2 seconds. Level 8 Slowing Sands [R1] Slow amount increased from 5% to 7% per stack. Maximum Slow amount is still 70%. Level 14 Quantum Overdrive [Active] Spell Power bonus increased from 25% to 30%. Level 20 Blessing of the Bronze [Active] Cooldown reduced from 90 to 30 seconds. Cooldown reduction when hitting enemy Heroes with Sand Blast reduced from 8 to 1 second. Return to Top
      Jaina
      Talents
      Level 16 Snowstorm [W] Damage bonuses increased from 30%/70% to 50%/100%. Return to Top
      Li-Ming
      Talents
      Level 10 Disintegrate [R1] Cooldown reduced from 30 to 20 seconds. Wave of Force [R2] Cooldown increased from 20 to 30 seconds. Return to Top
      Orphea
      Base
      Shadow Waltz [Q] Cooldown reduced from 6 to 5 seconds. Mana cost reduced from 40 to 35. Chomp [W] Damage increased from 285 to 305. Dread [E] Additional functionality: Enemies hit by Dread’s wave are Slowed by 25% for 2 seconds. Talents
      Level 1 Growing Nightmare [E] New functionality: Increase Dread’s eruption damage by 40%. Quest: Hit 3 enemy Heroes with a single cast of Dread’s eruption. Reward: Permanently increase Dread’s eruption damage by an additional 25% and increase the Slow amount of Dread’s eruption by 15%. Level 4 Chaotic Assault [Trait] Bonus damage increased from 50% to 75%. Level 13 Abyssal Symbiosis [W] Additional functionality: Hitting an enemy Hero with Chomp grants Orphea a 180 Shield for 3 seconds. Level 16 Dead Magic [Trait] Damage reduced from 115 to 95. Now also does damage to the primary target. Lurking Terror [Active] Slow duration increased from 1 to 1.5 seconds. Return to Top
      Probius
      Talents
      Level 1 Warp Resonance [W] Quest requirement reduced from 10/20 enemy Heroes hit with Warp Rift explosions to 8/16. Level 4 Photon Barrier [E] Spell Armor bonus increased from 30 to 40. Level 7 Particle Accelerator [Q] Damage increased from 10% to 15% per stack. Level 10 Null Gate [R2] Cooldown reduced from 30 to 25 seconds. Level 20 Gate Keeper [R2] No longer has a restriction allowing 1 Null Gate at a time. Return to Top
      Tassadar
      Base
      Health increased from 1550 to 1650. Health Regeneration increased from 3.23 to 3.44. Shock Ray [Q] Slow amount increased from 25% to 30%. Force Wall [E] Cooldown reduced from 21 to 18 seconds. Mana cost reduced from 70 to 65. Cast time reduced from .1 seconds to .0625 seconds. Birth time reduced from .5675 seconds to .5 seconds. Resonance Beam [Trait] Slow amount increased from 10% to 15%. Talents
      Level 1 Static Charge [Q] Bonus damage per stack increased from 4 to 5. Maximum bonus damage increased from 200 to 250. Khaydarin Amulet [Trait] Damage to additional targets increased from 50% to 75%. Level 4 Induction [Q] Movement Speed bonus when casting Shock Ray increased from 15% to 20%. Movement Speed bonus when hitting an enemy Hero increased from 25% to 30%. Level 16 Executor's Will [Active] Spell Power bonus increased from 15% to 20%. Return to Top
      Bug Fixes
      General
      Fixed an issue where locked talents could appear to be able to be selected in game, causing confusion. Heroes
      Cho'gall Disconnected player replacement A.I. for Gall will no longer become passive. Deathwing Disconnected player replacement Deathwing A.I. will no longer becomes stuck in the air during Dragonflight. He will land in Destroyer form once he reaches full health. Disconnected player replacement Deathwing A.I. will use Dragonflight in place of Hearthstone to heal, unless Dragonflight is on cooldown. Murky Fixed an issue that caused Murky A.I. to continually attempt to place an egg outside of follow leash range. Nova Nova Holo Decoys no longer incorrectly take triple damage. They now correctly take double damage. Tassadar Shadow Walk now has proper fat finger protection. Zagara Fixed an issue with Zagara A.I. becoming stuck in the Nydus Worm if the player disconnects. Cassia and Tracer have been reworked in the latest Heroes patch.
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