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Chromie Rework Discussion

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As much as I love reworks I gotta say it’s annoying to think “Hmm I wonder who blizz is gonna change next” just to find out it’s a hero they had already reworked. Yeah shit is always changing. But maybe if you made some of the heroes that haven’t been touched since their release more viable you’d have actual counters for all types of heroes. 

 

Illidan still has Bolt.

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9 hours ago, Xaethron said:

As much as I love reworks I gotta say it’s annoying to think “Hmm I wonder who blizz is gonna change next” just to find out it’s a hero they had already reworked. Yeah shit is always changing. But maybe if you made some of the heroes that haven’t been touched since their release more viable you’d have actual counters for all types of heroes. 

 

Illidan still has Bolt.

I'd like to see Auriel get a rework, and by that I literally just mean Ressurection.  I mean, bringing a hero back, at half health, in a spot where he just died at FULL health, so he can give out his XP again. How does this in any way sound like a good idea?

Luckily it's a channel ability so the only time it actually ever get's used is when you're already snowballing and it's superfluous.

Compare with Aegis which protects an isolated hero (perhaps he got hooked, or dragged by Maeiv or Dahaka) which protects from damage, and provides space because the enemy team doesn't want to get caught in an explosion in the middle of a teamfight, and at Lvl20 it gives the guy a flat 75 armour.

 

I'd want it (ressurection) to have a longer range, or have them respawn where Auriel is at the least. Hell, you could just make it a passive that reduces respawn times by X and X is dependant on... how much hope she has? How much hope her halo'd hero generates? Something like that. Or make it not need channeling anything like that.

In general giving her a passive an extra effect where heroes respawn naturally where she is (unless they would respawn elsewhere, like Murky with his Egg) would be a really cool and unique gameplay concept for her.

Edited by Apologised
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Chromie is artillery, she is not normal mage hero. Her main point should be range which mean she should able to hit from far and also zone control. Although a lot of people feel that chromie range are quite long but chromie only safe when she hitting frontline tanker, if she want to dmg back line healer and attacker, she need to go front abit then that range already enough for most of enemy hero to CC or dmg her so her range only good in paper but not in real fight when you have to dmg opponent dmg dealer that stay at back.

If developer start reduce her range and give people vision on her Dragon Breath, they have to give her other thing.

Chromie is not as strong nor overpower as most of people think. They made her related to time so their idea are quite good as a good Chromie player you should able to "predict what happen after a few second" opponent coming movement, position then land the dmg on that area/location. Player have to think all possible things in later time whether they keep stay in this position for hitting or they gonna move and hit and move and where he/she gonna move.

Then her time trap is one of the defensive and also counter back to dive player.

If they don't want give her range and dmg, she become too weak as she only got "w" to hit creep and immortal/boss/merc.

There are a lot of hero and skill can counter chromie easily. (Counter not only mean in killing chromie but also heavy dmg that make her run from fighting position and area so that your team are save in that fighting location)

Alarak telekinesis with applied force is quite strong to counter chromie. Alarak move her to team and silence. Counter-Strike also very good vs chromie.

Genji "E" enough to make chromie run here run there or teleport back but a good chromie should able to stop that with good position of trap.

Guldan "E" and "Q". Especially "E" is quite heavy dmg to chromie.

Hanzo "Q" "W" "E" and both ulti also very effective to chromie. That "E" make time trap become useless which cause the chromie no more protection from diver.

Illidian Hunt enough to force she teleport back even you can't kill her on time.

Jaina Water Elemental. In teamfight if jaina using water elemental on chromie, keep chase her, chromie cannot do much in teamfight anymore. They need some dps help in clearing this first so temp you in 5vs3 or 5vs4 if their teammate not even help in hitting this.

Junkrat Tyre good in damaging chromie so that other can finish her.

Kael living bomb and pyro. Living bomb that cast on their teammate will mostly spread to her because most people will fall back when get caught. Pyro cannot kill chromie but can force her to teleport back.

KTZ chain and shadow fissure. KTZ can chain other first or spike then chain to chromie. Cast shadow fissure when you see chromie cast "W". You sure can hit her on that time.

Kerrigan ultralisk same as jaina water elemental, keep chasing chromie. Chromie cannot focus "Q" "W" when chase by something,

Raynor's Raiders same as those jaina and kerrigan, effective in chasing chromie and make her useless in middle of teamfight.

A good samuro can give a lot of problem to chromie. Bladestorm is very deadly as time trap can't even stop nor prevent this. Plus it is very hard to kill samuro when he get near you. Max you can W him 1 time only, no chance to "Q" before you die or teleport back.

Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him. Once he charge chromie and chain, chromie will die except someone save her on time. There is one way to stop butcher when you play chromie, compare to other melee diver which your chromie should put time trap in front of you so that when someone chase in, they will get trap and buy time for you to hit them and flee but for butcher, you should put time trap behind you a bit so that you can let him charge you first then quickly walk back. That time even he chain you but when he near your time trap, he also freeze on that time, then later you should have time to byebye.

Tracer not much problem in running and hitting chromie.

Valeera come out silence chromie and a few hits. Only trap can stop her. So depend on how good chromie putting trap.

Varian with early ulti, charge and taunt.

Zeratul also will kill her also force her teleport back.

Artanis swap her when she casting "w" that is the best time. Purifier beam very effective against her. Make she cannot stay and cast "Q" "W" at all and have to teleport back in middle of fight. If she decide to cast "W" when purifier beam hit her, she may die on that.

Chen's wandering Keg is deadly to chromie, you can't even byebye on time nor time trap can help you on that.

Diablo charge quite long range plus he is tanker and is very effective to counter chromie.

Dva can use boosters to knock chromie from doing dmg and defense matrix to reduce chromie dmg when chromie time loop someone.

Rexxar can use Misha chase chromie.

Stitch can hook her when she casting spell.

Tyreal can ulti charge in chromie.

Zarya shield can help a lot of protecting teammate and Graviton surge very good against chromie. Only byebye can let her get away.

Auriel's  crystal aegis is one of the best counter to chromie time loop.

Kharazim divine palm also counter time loop make you cannot kill someone with that.

Stukov lurking arm quite annoy to chromie. Either he cast when you casting "Q" "W" or when you need to byebye he silence on that time and make you die.

Tassadar reveal the trap make chromie less 1 defensive skill. Shield always make chromie cannot kill on time.

Tyrande either play sentinel or lunar flare(when quest completed) is very good against chromie. Sentinel always can hit due to chromie have to stay for a time when casting skill. Lunar flare when quest complete is long range enough to hit chromie. Plus if she shadowstalk, she can ambush chromie.

 

Uther divine shield good in protection someone from time loop or give them chance to chase in chromie.

Abathur if clone, he can keep chasing chromie and make her cannot cast "Q" "W" in middle of fight.

For specialist hero, most of them good in pushing lane so that is different to chromie. Both of them got own strength, chromie good in teamfight but poor in clear merc/minion wave while those specialist good in pushing. Nazeebo even can use ulti to chase chromie.

So far after I said so many heroes that can counter chromie effectively, there is still one hero that I not yet said. This one should be the top hero that counter chromie. It is azmodan. He not only good in pushing, but he also good in nuking chromie and that nuking is deadly to chromie. He got 1 of the longest skill shot range in game. Heavy dmg from time to time. His globe of annihilation is the best counter to chromie. After lvl 10 with black pool, no matter you go taste of blood or sieging wrath, you should able to take his 1/3 hp in 1 shot. That is enough to make her teleport back because with 2/3 hp left, most diver can kill chromie in time before she can byebye. If she still stay, your second shot can make her cry. Chromie cannot do much on azmodan shot plus those shot sometime even help teammate to clear your time trap which ready for diver to come in.

So I hope people can see more and understand more on that. Chromie got long range and escape ability but there are so many way to counter her.

Just need 1 hero focus on her in teamfight. Then either their teammate have to come back to save/protect her or they let she teleport back then become 5vs4.

 

Edited by gerbercage
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On 30 mai 2018 at 5:09 PM, Valhalen said:

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 am mostly convinced that you are mistaken. Zeratul takes the burst build and kills her especially if he attacks when she is casting Sand Blast.

 

 

9 hours ago, gerbercage said:


Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him.

 

Here we have an example of someone who didn't play Butcher vs Chromie and doesn't know the mechanics. Time stop stops EVERYTHING while Stasis lets your cooldowns continue plus some other things. Look in heroes of the storm gamepedia.

Edited by XeaKon

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Yeah, but most strategies @gerbercage wrote are valid. Also, I agree with everyone who posted that an annoying Chromie is only a good Chromie player. On most matches you just have to keep an eye on her most of the time, and react accordingly. That is not OP, that is what makes her unique. Also, plenty of times I managed to force a Chromie from a lane or objective by dodging and closing in on them, specially if they like to stay away from the team. And some players will even stop focusing you down by mid game if you keep dodging their Sand BlastSand Blast. What really makes her unique is her "smart" playstyle, forcing you to predict the enemy movement.

The only thing I really think they should change is her trait. Not only it is kinda stupid and against her whole "outsmarting people" kit, but it is also unfair in a team based game, like someone already said in this thread.

Edited by lChronosl

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6 hours ago, XeaKon said:

I am mostly convinced that you are mistaken. Zeratul takes the burst build and kills her especially if he attacks when she is casting Sand Blast.

 

 

9 hours ago, gerbercage said:


Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him.

 

Here we have an example of someone who didn't play Butcher vs Chromie and doesn't know the mechanics. Time stop stops EVERYTHING while Stasis lets your cooldowns continue plus some other things. Look in heroes of the storm gamepedia.

You sure butcher charge can stop by time trap again?

Last time when they start release, chromie time trap can stop butcher charge, but later I don't know in what patch, they already change it so that time trap cannot stop butcher charge. Time trap can stop genji swift in, illidian hunt.... but cannot stop butcher charge.

I am lvl 80++ chromie player and I play chromie everyday but I not everyday got chance to face butcher as opponent. I remember the last time when I put time trap in front, he direct charge to me, walk pass thru the time trap and destroy it without freezing him at all.

Someone better confirm this.

 

 

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7 hours ago, gerbercage said:

You sure butcher charge can stop by time trap again?

Last time when they start release, chromie time trap can stop butcher charge, but later I don't know in what patch, they already change it so that time trap cannot stop butcher charge. Time trap can stop genji swift in, illidian hunt.... but cannot stop butcher charge.

I am lvl 80++ chromie player and I play chromie everyday but I not everyday got chance to face butcher as opponent. I remember the last time when I put time trap in front, he direct charge to me, walk pass thru the time trap and destroy it without freezing him at all.

Someone better confirm this.

 

 

As a Butcher main, I can be 100% sure to tell you that Time Trap CAN stop his charge. Not entirely end the charge, but delay it long enough to reposition yourself. This is one of the most frustrating experience I've ever have in this game. 

As for Chromie, I do think she's frustrating to play against, even if you're a good player, and I think these are the reasons:

- Time Trap is invisible. This is so fucking BS that you don't even know where she put this. (most Chromie will set it up before you even see her) And the fact that it can stop Unstoppable heroes (Butchet charge, Tyrael Judgement...) makes it uncounterable.

- Her range is really long, and you can't see her when she casts her Q if you don't have the vision. Even Hammer reveals herself when she attacks you. The fact that she can dish out an insane amount of burst damage 'out of vision' (this is the important part) is really frustrating to play against. 

- Her trait is one of the most broken things in the world. 

- She doesn't really need set-up. All she need is a stun/root/time trap, and she can delete anyone instantly. 

- The fact that she's both a 'poke' hero and a 'burst' hero is just ... I don't know. On top of that, she has by far the highest and fastest burst damage in the game. 

- Both of her heroics are really really BS, especially Slowing Sand. An infinite, large slowing zone is very non-interactive. It needs a maximum duration. 

You might find some of my points stupid or anything. I just throw out all my impressions on this hero. 

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25 minutes ago, ShadowerDerek said:

As a Butcher main, I can be 100% sure to tell you that Time Trap CAN stop his charge. Not entirely end the charge, but delay it long enough to reposition yourself. This is one of the most frustrating experience I've ever have in this game. 

Yes, Time TrapTime Trap will work on Ruthless OnslaughtRuthless Onslaught, but The Butcher will resume his charge once the effects worn off.

As a matter of fact, Time TrapTime Trap, alongside Maiev's Containment DiscContainment Disc, are the only crowd control in the game that works enemies under the effect of the "Unstoppable" status. However, Time TrapTime Trap can even stop Heroes in vehicles such as the Protector from Volkswagen Volskaya Foundry, the Garden Terror from Garden of Terror and the Dragon Knight from Dragon Shire.

Edited by Valhalen

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15 minutes ago, DimensionDerper said:

You know, I had a dream last night that they turned Chromie into a support. Long range burst healing anyone?

You mean Ana?

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8 hours ago, XeaKon said:

Don't forget Zeratul's Void Prison. All of them pause the hero.

Same with Devouring MawDevouring Maw. I could be wrong, but I think CocoonCocoon works this way too, but since I don't think it can target unstoppables, this will only happen when the target becomes unstoppable while it's in flight.

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On 5/30/2018 at 11:15 PM, Valhalen said:

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.

It's kinda hard to see how a Basic Attack build could work on Nova since she's ability-based (and she should be imho). One in the ChamberOne in the Chamber is a gem of a talent, I go for it 99,99% of the time but it is there purely to maximize your damage between ability casts (Crippling ShotCrippling Shot W + enhanced auto + SnipeSnipe + enhanced auto and pretty much every squishy is as good as dead if there isn't a way to save himself. Most of the time it's even overkill and it's enough to do the 3 steps). She does need some large scope work to alleviate her issues and given her popularity (you can easily measure that with the amount of skins she has and keeps getting) one can be hopeful (it can also mean they won't care so long she's selling ofc...). Maybe they can get some ideas from her Covert Ops mission packs.

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

 

As matters stand, it's much easier to contribute damage or utility wise than healing (Overflowing LightOverflowing Light is great but comes late). Being versatile is something core to her character imho, hope they preserve that one way or another. Your idea sounds pretty good.

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

 

Yeah, when I saw that talent synergy (particulary the Seared FleshSeared Flesh + Frenzied FistsFrenzied Fists) I was like "Dear Lord, is he actually allowed to have that? On his dash talents?" I tried it some games and it was complete bonkers. If he's able to get a good deal of aas after dashing, he can outdamage Gall by a whole lot. And the bonus attack speed also makes his self-sustain much better. And poor Gall could indeed use some love,  it feels like he doesn't do damage anymore unless Shadow Bolt VolleyShadow Bolt Volley is off cd (and he can aim it properly),

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

I think the problem stems from his baseline kit not being very... "synergistic" with itself, it's kinda all over the place. Yes, it does feel characteristic of him and offers diverse build paths, but still, not as good as they could be imho. Something just feels.. amiss, off.

Also, in the list of heroes I forgot to mention Lunara since I play her too; tho I did write some stuff in her rework spotlight article (worried that the dot increase build path will become the dominant and strangle all others tho overall it seems very nice work). I may be forgetting others as well tho I believe I covered most if not all.

Edited by SteveFrost

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6 hours ago, SteveFrost said:

And poor Gall could indeed use some love,  it feels like he doesn't do damage anymore unless Shadow Bolt VolleyShadow Bolt Volley is off cd (and he can aim it properly),

Yeah, they reduced Gall to a heavy poke Hero with some utility talents in level 16 (ShadowsnareShadowsnareLeaden OrbLeaden Orb and Deafening BlastDeafening Blast), not to mention Eye of KilroggEye of Kilrogg for scouting. Sad, specially given how they drastically reduced the radius of Dread OrbDread Orb; I miss the Dread Shield talent, as well.

6 hours ago, SteveFrost said:

Something just feels.. amiss, off.

I think this is an issue with some of the older characters, as HotS was still in their baby steps and creating different and unique kits was something the team was still learning how to do. Some characters with good concepts but fundamentally flawed include Kerrigan, Tyrael and Chen, in my opinion; great ideas, but poor executions. The rework Tyrael got made him a LOT better, and I wish Kerrigan and Chen were to get the same treatment. Kerrigan's talent tree is starting to gather some nasty dust; she still has EnvenomEnvenom, for gods sake.

And I'm not gonna even start about the whole "Raynor and The Lost Vikings need a rework" because I'm tired of repeating myself, haha.

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I think Chromie's identity is on timing. She has to cast her spells earlier than other mage heroes to land the damages. So her spells are theoritically more difficult to get them effective without preparation. She has her tools to prepare her combos (time trap and both ultimates) and save her from hard engage, but it's quite limited against dive because she is very squishy and can't react instantly. In my opinion, people think Chromie frustrating because they don't know how to play against : dive her if possible, avoid her spells (looking at where she looks casting her Q : it often reveals where her W will land and you can avoid combo more easily) and don't waveclear without moving ! (better way to be killed by a combo out of vision). 

To conclude, I think reducing time cast of W and make it visible would ruin Chromie's strong identity on timing. She is a mage (of time), it is normal that her spells do great damages ! Nerfing her range on W could be an option but I don't think it's necessary, she could has a bit more health in compensation when doing so. 

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On 6/2/2018 at 7:45 AM, Valhalen said:

I think this is an issue with some of the older characters, as HotS was still in their baby steps and creating different and unique kits was something the team was still learning how to do. Some characters with good concepts but fundamentally flawed include Kerrigan, Tyrael and Chen, in my opinion; great ideas, but poor executions. The rework Tyrael got made him a LOT better, and I wish Kerrigan and Chen were to get the same treatment. Kerrigan's talent tree is starting to gather some nasty dust; she still has EnvenomEnvenom, for gods sake.

And I'm not gonna even start about the whole "Raynor and The Lost Vikings need a rework" because I'm tired of repeating myself, haha.

Yeah, I have talked about remnants like Envenom myself quite a bit, I'm sure many here are familiar with that teehee. Jimmy even has/had specialist talents like Bribe, for the love of God. Generally imho, the big SC trinity (Jimmy,Artanis,Kerri) are not in a good spot at all. Jimmy is a glorified lane minion (many, including the one appearing below have talked a lot about him), Sinatra for a warrior is severely lacking (due to trait he's  basic attack reliant which makes it so even blind can ruin him, Q can only do so much to reduce the cd) and even if they intended him as a bruiser he is again lacking. The mini-"rework" he had achieved next to nothing imho. Kerri just... :( (I LOVE the auto attack animation but that's basically it; such potential for her). They said she's on the list for the characters they want to update, let's see (but they also said no current plans for Sinatra...)

Edited by SteveFrost

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5 hours ago, SteveFrost said:

Yeah, I have talked about remnants like Envenom myself quite a bit, I'm sure many here are familiar with that teehee. Jimmy even has/had specialist talents like Bribe, for the love of God. Generally imho, the big SC trinity (Jimmy,Artanis,Kerri) are not in a good spot at all. Jimmy is a glorified lane minion (many, including the one appearing below have talked a lot about him), Sinatra for a warrior is severely lacking (due to trait he's  basic attack reliant which makes it so even blind can ruin him, Q can only do so much to reduce the cd) and even if they intended him as a bruiser he is again lacking. The mini-"rework" he had achieved next to nothing imho. Kerri just... ? (I LOVE the auto attack animation but that's basically it; such potential for her). They said she's on the list for the characters they want to update, let's see (but they also said no current plans for Sinatra...)

Raynor is in a very very niche position. He pretty much only works in Physical oriented teams. But it's really fun to melt Warriors faster than Tychus with his Basic Attack Build from a much safer distance.

It is also funny because Raynor, Kerrigan and Artanis have very synergetic kits and talents that makes great in the same team. Raynor alone greatly contributes to Artanis and Kerrigan's survivability and damage with InspireInspire.

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Raynor's last rework (whenever it was, I really don't remember) added some interesting talent ideas, such as Puttin' On a ClinicPuttin' On a Clinic and A Card to PlayA Card to Play, but they aren't really useful in real situations. But I had some fun times on Escape from Braxis and Deadman's Stand brawls with Puttin' On a ClinicPuttin' On a ClinicSteel ResolveSteel ResolveCluster RoundCluster Round.

Edited by lChronosl

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as someone already proposed : make her visible when she start casting

have her spells longuer cast time,

have her dragon breath available with a pool, charged with Q attack (like 3Q=1dragon), 3max

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On 6/3/2018 at 6:58 PM, Valhalen said:

Raynor is in a very very niche position. He pretty much only works in Physical oriented teams. But it's really fun to melt Warriors faster than Tychus with his Basic Attack Build from a much safer distance.

It is also funny because Raynor, Kerrigan and Artanis have very synergetic kits and talents that makes great in the same team. Raynor alone greatly contributes to Artanis and Kerrigan's survivability and damage with InspireInspire.

It's funny how Raynor is a great counter to Tracer (longer range, knockback etc) but you never see him picked; cause reasons.

Yeah, attack speed helps Kerri and Sinatra quite a bit, thing is I think the positioning of one or more should be sub-optimal in order to benefit (Jimmy not playing it as safe as he can for example and they don't have pretty good peel; Sinatra has something that classifies as "pseudo-cc" at best imho, while also potentially putting himself at risk, Kerri's combo is very strong in his own right but it either needs setup itself or some Korean-like mechanics). All 3 of them just feel very wronged currently for their name imho, hope this will be fixed.

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Hey there, long time chromie main. 

First of all: her W being invisible to the enemy is exactly what makes chromie chromie, and makes her different, from, say, kel thuzad.

Chromie role is the long-range, siege artillery. If you close her in, she can do very little. Here are a couple of suggestion to make playing with and against chromie a little bit tricky:

Trait: it's unfair, plain and simple. It turns games around, expecially at level 2 if your opponent managed to snatch a lead. 

Q: Honestly, it's frustrating to have almost pinpoint accuracy from range and 0 chances to hit in range. I would accept a shorter range in exchange for a shorter (even instand) casting time. Or we could get a baseline pierce, to let chromie contribute something to teamfights

Edit: a fun little idea would be to have chromie sandblast being delayed halfway: the first half of the lenght is at 50% dmg, with instant casting, then stops halfway for a short time to charge up, and goes to the normal 100%. This could provide both a close range way of damaging targets, a bigger opportunity window for opponent to reacts, and a way to keep her long siege abilities

W: make her W have a MINIMUM range. This way, positioning becomes important not only for your survival, but for your own dps.

E: imho, the most boring and sincerely random of her abilities. It can either do nothing or win a fight for you, and it's mostly dependant on luck.

Slowing sand: great for zoning, but niche and almost useless in any open map. SUGGESTION: Fuse E and Slowing Sand in a single target ult, which progressively slows a target, then Time Traps it for a brief time. This both fits her kit thematically and pratically: it's an ult which requires you to time your attacks and casts, provides a neat (if long-cd) defensive option, and can support your team for specific kills.

Time Loop: honestly, this is a make-or-break ult._It's way too easy to hit this if the opponent has no way of escaping, and too easy to evade if anyone can grant unstoppable. I would gladly see this ult being reworked or even removed, if it means chromie can get new avenues. 

Edited by Tauromania

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      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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