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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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      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

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

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