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Heroes of the Storm Yrel

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Really nice guide! The suggested build will make her a pretty solid solo tank.

If I may suggest, what about her Avenging Wrath build? I've tested it in the PTR and feels really strong; she becomes pretty much a Leapquake Barbarian from Diablo III, hopping like a frog constantly in a way that will make Muradin jelly.

It's amazing in hard engage compositions with her a secondary tank. It turns her into a very potent Bruiser with high self-sustain, crowd-control and pressure. So stuff like Maiev, Sonya and Butcher become her best friends.

Here is how it works:

Holy Avenger (7) + Repetance (13) makes Yrel very hard to peel off. She will be able to inflict a Hero with 75% slow for 1.5 seconds, every 2.5 seconds, as Holy Avenger puts Avenging Wrath on a 1 second cooldown.

Charge Avenging Wrath and leap in the middle of the enemies, then use Sacred Ground, pop Divine Purpose followed by Righteous Hammer and start charging Avenging Wrath again, using Vindication when needed.

Yrel will be able to reset the CD on Divine Purpose really fast thanks to Divine Favor (16), be able to leap on enemies all the time, and all that while boasting from passive 40 armor granted from Sacred Ground, which will have 100% uptime as she hops around thanks to Hallowed Ground (20). And all that while granting 25 armor to nearby allies through Aegis of Light (4), which has quite a large radius.

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I'd say the leap is pretty strong so far. Repositioning to allow for instant hammer stuns that knock the enemy into teammates is one of the best moves this character can do. Also, just charging a power and not using it is an effective maintained crowd control. Being a shiny lure is a big part of this character. Therefore the leaping becomes a key component. So I usually prefer the leaping build. It is even useful when Holding Ground. Just leaping over people body blocking with an uncharged leap to stun swing them back can let you stand your ground much better.

She often times finishes or secures kills in a similar way to Lucio. Fun stuff. Worth the gold.

P.S. Velen's Chosen is a nice little bonus to Avenging Wrath to let you better heal/bomb or follow up with a D+Hammer. Instant 30% spell power if you time the jump or a Hammer strike initiation properly to follow it up with any D+ability.

Edited by Morcalivan

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Wow, so Yrel's talents got their descriptions on release day while Deckard waited weeks?  Favoritism!  ?

Anyway, I finally got to get a few games in on Yrel and here are some thoughts I had:

Yrel is one heck of a healer.  I'm not even joking when I say by level 16 she heals as well as (if not better than) most of the supports do!  On its own Gift of the Naaru is an excellent emergency heal but once you get Divine Favor?  You're able to toss out those fairly impressive heals every few seconds indefinitely...  Being reasonably tanky with great mobility and self peel leaves me never wanting to play another support ever again.

Since I've mostly been playing her as a support tank (same build as what is currently on the main page) so far I haven't gotten a chance to do more than one game with her leaping build.  It was fun, if a touch unforgiving (you really feel those hit boxes when you're betting on a cooldown reset on your jump).

You can even mix the two builds.  Just drop Aegis (good but the healing is better IMO) for Gift of the Naaru and you've got the important skills for both builds in one.  You're a primary healer with bunny hopping power on demand.  You do give up Steed though which is a tough loss but the jump build always gives that up so nothing new there.

Edited by KSDT

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Synergies and Counters for Guide:

Yrel can use Sacred Ground at 10 and Avenging Wrath upgrade at 20 to push towers without minions. So synergy towards push characters. She can protect poke damage dealers like Fenix, Junkrat and Sgt. Hammer. She can push enemies into Deckard's scrolls and lure them into it before jumping out or let Deckard follow up a leap with a scroll. The Potions + self healing and leaping into potions also helps and affects Yrel even when jumping over Potions from what I could see. You really need ranged damage dealers on your team to take advantage of her though. All that control gets wasted on melee teammates and can even help the enemy.

Any anti-armour really messes up her armour builds that so effectively march into other characters' attacks. 75 armour is pretty good. When armour bypass is in play, she has to consider a healing build. This also prevents boosting team armour and allows control to narrow focus on watching for the healing charge. Polymorph can snipe counter Yrel charged abilities. Other than that just generally, characters that can poke from afar or punish divers are the other biggest threat. Alarak's silence/pull is a big pain too and probably one of the more dangerous characters to fight due to the slowed mobility when charging making it very easy to land Discords. If distance is added to TK then your leap won't be able to save you if you get pulled in even if not silenced. The only real hope you have is punting him back into your teammates and healing yourself.

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Map Weakness is definitely not Spiderqueen. For one thing, you have Sacred Ground as not a first pick so having that as your reason for a weakest map is a pretty odd choice. Not that it isn't effective on that map for pushing, defending vs spiders, defending/countering turn ins and taking on/stealing boss. She can knock gem spiders back to safer gathering areas, and deal some good area damage and more safely collect and horde gems than others due to toughness/control/mobility combo. I'd say it's a strong map for her.

Not sure yet what a weak map would be fore her.

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Cool guide, even if I don't agree on most levels. And I agree with Valhallen on the Avenging Wrath build. It is surely the most fun build, and you can keep your whole team with 25 armor all the time if they stay close to you.

Also, the 1 sec cast time of Bubble Hearth is not cancelled by damage, only by stuns or silences.

 

 

Edited by lChronosl

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Guest Greywall

Yrel gets absolutely destroyed by Muradin... if he picks Skullcracker (which he will if he's up against a Yrel) and Haymaker he's able to reliably stun her out of all of her abilities and ult her away during both of her ults, making her a waste of space... it's not even funny.

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Second day in and I'm really feeling the Bunny Hopping Healer build.  I don't really find myself missing Steed all that much (which probably means I wasn't making the most use of it I could, it is a super busted talent, no argument there) and the better jumping has made for more effective control for team plays and escapes.

The stand out talent from this round of testing for me however has got to be Maraad's Insight.  Normally I'm not a fan of on hit healing outside of ranged AA champs and Zeratul but this talent has really impressed me (especially for a level 1 talent).  The amount feels good and Yrel spams skills to the point where it's on every single one of her basic attacks.  Combined with the healing from Vindication and her sustain both in and out of combat is simply amazing.  She might not be able to kill a map boss on her own (nowhere near enough damage) but with this talent and good stepping the boss barely manages to dent her.  It's become my go to talent pretty much ever match and when I tried to go back to Light of Karabor the loss was shockingly noticeable (which is rare for me to miss having a talent that much).

I'll be playing with her other talents a bit but I think I've settled on my preferred build at this point:

Maraad's Insight > Gift of the Naaru > Holy Avenger > Ardent Defender > Repentance > Divine Favor > Seraphim

Edited by KSDT

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Quite a lot of counter to her.

Dunno why they set her to movespeed slow when charging. If she move 100% spd, will she overpower?

Her E range is quite short, I feel that should be longer abit. With this charge channel time and move spd and this max jump range, no way to able to chase down opponent at all. The only way to work is in teamfight when opponent fighting then you jump in only.

Varian taunt, garrosh taunt,throw, Brightwing polymorph and those target stun skill really can finish her on time before she can leave. Even you jump out on that time to flee, muradin stun can bring down from air.

She need teammate with CC and also movespeed boost to work well.

Most of the time, the best use is "D" then ability, no chance to charge at all due to every match got a lot of cc to counter it plus slow movespd.

Have to find more way to use it.. Currently only got 1 path for her, jumping path should be the best. Hammer path cannot use at all.

The many weakness without much reward when use well.

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

seraphim is a good talent for her but come too late in lvl 20

lvl 16 talent can consider only 1 choice, other 2 is useless at all.

Anyone what is the range of Gift of Naaru?

Too bad a few of good ability which can help yrel a lot are not allow to cast on herself.

So far channel skill mostly is range so that it seldom disrupt by opponent but this yrel all channel skill is melee.

She is half tank half support hero.

 

 

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5 hours ago, gerbercage said:

Quite a lot of counter to her.

(...)

The many weakness without much reward when use well.

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

(...)

She is half tank half support hero.

I agree. She feels a bit undertuned in my opinion. She REALLY IS fun to play, but I can't really think of any reasons to pick her instead of someone like Muradin. Currently her only niche is probably as a secondary tank in a hard engage team, in my opinion.

She has a really offensive kit but must be played defensively to be effective. Any interrupt put her abilities on full cooldown (which isn't that bad considering they all have 6 second cooldown). And moving while at full charge reduces her movement speed. I think that removing this penalty would already make her more viable. And maybe even reduce the charge time (like from 1.5 to 1.25, at least).

She has one of the slowest Attack Speeds in the game, if the most, which makes the few Basic Attack talents very underwhelming. Either they buff her Attack Speed or Basic Attack Damage.

This may be nitpicking because she is a new Hero and people are still learning how to use her properly, but this is how I feel.

Edited by Valhalen

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6 hours ago, gerbercage said:

Dunno why they set her to movespeed slow when charging. If she move 100% spd, will she overpower?

Probably not.  The slower move speed does make it harder to jump on people then charge up a hammer swing and knock them back.  They usually have time to move around you to the side by then.  That's probably the biggest instance where the movement speed matters from my experience.

6 hours ago, gerbercage said:

Her E range is quite short, I feel that should be longer abit. With this charge channel time and move spd and this max jump range, no way to able to chase down opponent at all. The only way to work is in teamfight when opponent fighting then you jump in only.

This isn't entirely true.  You can chase people with it, I have done it.  You have no room for deviation though.  Your jump range grows at about the rate the enemy moves basically.  Combine with travel time it's easy to miss them.  You need to be in front body blocking them to ensure you get a good landing.  Or jump over a wall/around a corner and cut them off.  Still it's not easy and won't work if you're already too far behind them.  Of course using your trait fixes this problem and you certainly can catch them with that.

6 hours ago, gerbercage said:

Varian taunt, garrosh taunt,throw, Brightwing polymorph and those target stun skill really can finish her on time before she can leave. Even you jump out on that time to flee, muradin stun can bring down from air.

If you're trying to jump out of the middle of the enemy team (close enough that Garrosh can taunt) then your only option is to use your trait.  Then it's simply a matter of if they can read you before you can get away.  This is the main reason why I don't think jumping into the middle of a team for initiation is the option you want to go with (despite most people talking about it when they mention her).

6 hours ago, gerbercage said:

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

Her damage isn't bad per swing but yeah it's a bit slow.  That said slow swings don't matter all that much with her I've found.  Very rarely are you going to want to just sit on a target and swing at them.  Most of the time you're really going to be moving around to body block or using a talent in between swings which make her attack speed a relatively moot point.

Speaking of her skills I think people are too hung up on thinking charging her skills is required when it really isn't.  Her jump only needs to be charged as far as you want to go and her hammer swing honestly doesn't need charging much at all.  Yes it has that oh so tempting stun if you do but honestly in many situations the knock back alone is enough.  Even her self heal (while not as good without charge) is fine to pulse in between hammer swings.

6 hours ago, gerbercage said:

Anyone what is the range of Gift of Naaru?

From my experience it's about a quarter the length of the screen around your character.  Not as long as Chromie's sand blast.  A bit longer than Muradin's storm bolt.  Somewhere in there.  It has good range.

6 hours ago, gerbercage said:

Too bad a few of good ability which can help yrel a lot are not allow to cast on herself.

Yrel really doesn't want Gift to target herself as it would ruin her ability to heal others.  She already has a great amount of self heal via her Q (and Maraad's Insight which I strongly recommend).  Use her Q on cooldown mid fight (don't charge it) and after the fight use it to top yourself off.  You should do good HP wise unless you're really being focused.

6 hours ago, gerbercage said:

She is half tank half support hero.

1 hour ago, Valhalen said:

I agree. She feels a bit undertuned in my opinion. She REALLY IS fun to play, but I can't really think of any reasons to pick her instead of someone like Muradin. Currently her only niche is probably as a secondary tank in a hard engage team, in my opinion.

IMO she isn't even a tank and shouldn't be compared to Muradin (at least with her current build).  Instead I think of her as a full Support at this point.  Think of her as an Uther who traded his stun and line heal for more durability, self heal, a jump, and knock back ability.

Sure that's weird because she's listed as a tank and that's what she is intended to be I'm sure but given what she has atm if you want to find a reason to play her, think of her as a Support and go from there.

Edited by KSDT
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47 minutes ago, KSDT said:

IMO she isn't even a tank and shouldn't be compared to Muradin (at least with her current build).  Instead I think of her as a full Support at this point.  Think of her as an Uther who traded his stun and line heal for more durability, self heal, a jump, and knock back ability.

Sure that's weird because she's listed as a tank and that's what she is intended to be I'm sure but given what she has atm if you want to find a reason to play her, think of her as a Support and go from there.

She is kinda of a Hybrid Bruiser/Support. She has one of the highest base healthpools in the game. But your points are valid. Maybe when people start playing with her less agressively (unless when using the Avenging Wrath build) she will have a better performance.

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Just went to a Chinese (Taiwanese) forum, those people are whining about Yrel being absolutely garbage. Not tanky enough, self-sustain requiring channel, E being really slow ...... 

And she has 35.8% win rate. ==

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1 hour ago, ShadowerDerek said:

Just went to a Chinese (Taiwanese) forum, those people are whining about Yrel being absolutely garbage. Not tanky enough, self-sustain requiring channel, E being really slow ...... 

And she has 35.8% win rate. ==

HotS Reddit is covered in posts like that too.  Not enough damage, not tanky enough, charge up is too easy to interrupt, useless, ect...

I think it's very much a question of looking at her from the proper perspective than it is her being garbage.  If they are looking for another Muradin, able to jump into a full team go Avatar, and then jump out at his leisure then yeah, she doesn't do that.  I think part of the problem is how she was presented (as a Retribution Pally specifically) and part is people having an idea of how they want her to play that doesn't fit with how she does play.

Everyone I've seen is hung up on the idea of her jumping in and using hammer to smack an enemy or two back into her team.  That just doesn't work out well but they evaluate her whole kit around that anyway.  Only very rarely do I see a comment mentioning her healing and disengage ability and those people (usually professed Support mains) seem quite happy with her.

Edited by KSDT

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As a professed support main, I agree. She is surprisingly like Overwatch's Brigitte in that regard, bruiser/support. Her strengths are peeling, guarding and other indirect support, with healing thrown in if you pick Gift of Naruu.

Also, if you go for Maraad's Insight and Holy Wrath and spam her skills, weaving basic attacks between them, you can dish out a significant amount of AoE damage and self healing at the same time.

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1 hour ago, XeaKon said:

To all Yrels out there, learn what ETC mains learned: STOP SPREADING THE MINIONS WHEN I TRY TO HIT THEM.

Honestly her W is her worst and least useful wave clearing ability.  Her E does full damage uncharged and her Q does the most damage to a wide area.  Her wave clear should thus be E into D + Q followed up with auto attacks.  It's actually quite decent and reasonably quick.  If it's a large wave repeat the E into D + Q a second time.  As a bonus it also heals her a lot and doesn't use much mana.

The only times you'd use W is if there are siege Mercs or catapults you want to knock into your tower's range.

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(Copying here almost the same as the other post, because I was proud of it, and for posterity)

Weighting the pros and cons of charging up instead of instant casting is also part of playing Yrel. Of course, her abilities are stronger when fully charged, but they are only worthless if cancelled. If you instant cast them you get around 50% utility, I would say. If you end up in a position when you know the enemy can interrupt you (and they know it, too), then don't charge up. Or even better, play mind tricks with them. All of Yrel's abilities got only a 6 second cooldown, and since you shining all gold and mighty in the middle of the fight will call a lot o attention, use it to your team advantage. Friendly ETC is ready to cast Mosh PitMosh Pit? Bait an enemy's Storm BoltStorm Bolt to interrupt your VindicationVindication, wasting their cooldown. Need to run away, but oponnent Maiv is hot on your trail with Umbral BindUmbral Bind off cooldown? Let it interrupt your Righteous HammerRighteous Hammer instead of your Avenging WrathAvenging Wrath. The hero is too new (and not that popular) for us have seen all of it's possibilities. And playing with this level of coolheadedness is already hard enough with old and tested heroes.

Also, her talent tree is flexible enough to allow you to build up according to the enemy team. They have both Johanna and Anub'arak? Well, assume you will never be able to charge up completely and pick talents such as Maraad's InsightMaraad's Insight, DauntlessDauntless, Aegis of LightAegis of Light, and Holy WrathHoly Wrath that don't require you to charge up to get value. The enemy has no hard CC, or maybe only a Jet PropulsionJet Propulsion? You can safely pick Holy AvengerHoly Avenger, Aldor PeacekeeperAldor Peacekeeper or Velen's ChosenVelen's Chosen and fully charge most of times. Even if the enemy has three melee heroes with interrupts you can still make some strategic picks such as Light of KaraborLight of Karabor, Aldor PeacekeeperAldor Peacekeeper, Divine FavorDivine Favor and every time use Divine PurposeDivine Purpose with VindicationVindication during team fights.

And talking about her role, she is that 5th pick to round up your team. Already have a burst assassin, a strong frontliner, an efficient healer and someone to put constant pressure? Yrel can help on all of those roles, even if she can't fulfill them every time. Pair her to your squishes to guard them. Follow your frontliner to further disrupt the enemy team. Give healing, armor and cleanse to your allies from time to time to help them stay alive. Bait enemy's dangerous abilities or ultimates. That is her role.

In a similar way to Tyrande, she falls under the generalist stigma. People don't like her at first because they don't immediately get her purpose and effectiveness. As I posted before (or maybe another thread), she is a "true support" (support healer), capable of assisting every role on most situations.

Edited by lChronosl
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Guest Pollux

Guys I'd like to add one small thing that I feel you're overlooking: Yes all her abilities can be interrupted by stuns and this weakens her. But consider her role. Every stun used on her or kept free for her is a stun not used on her teammates. What she does very well is to distract from her team. At least when I play her I get a lot of attention from the enemy. She's a well done stun magnet.

If you got built-in face aggro, you need no taunt.

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Guest Mac

[Bubble Hearth] description is plain wrong.

" any damage she receives during that channel will cause Bubble Hearth to get interrupted"

False. Only HARD CC during the first second of the channel interrupts it, not damage.

Also there's a few talents which are described as "good", which in truth are huge baits, limiting your playstyle and ultimately causing Yrel to feel bad, but that's highly subjective, so I won't bother talking about those (even if Light of Karabor instantly comes to mind: after playing for dozens of games with Maraad's Insight, I switched back to LoK and it felt unplayable, it's a bad talent - lvl30 Yrel with 58.9% winrate, not QM)

But for [Bubble Hearth], please fix it.

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Guest Guyst

"Dauntless IconDauntless can be a valid choice if the enemy team relies heavily on physical damage, especially against fast attacking Heroes like Tracer. "

Just wondering here, why does it matter if the attacks are fast or not, when it's a percentage damage reduction? Wouldn't it be equally effective against physical damage regardless of speed?

Other than that, thanks for the guide update, gonna give a try for the new recommended talents.

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Guest Rice

Description for Ardent Defender is incorrect.

Quote

It is absolutely worth mentioning that Ardent Defender should usually be used while Yrel is still at 50% of her health or higher, in order to guarantee her participation during a team fight once the ability has expired.

The ability heals as damage is applied, not after the ability is over. There is no reason to fear dying during the duration of the skill.

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On 6/29/2018 at 9:37 AM, Guest Guyst said:

"Dauntless IconDauntless can be a valid choice if the enemy team relies heavily on physical damage, especially against fast attacking Heroes like Tracer. "

Just wondering here, why does it matter if the attacks are fast or not, when it's a percentage damage reduction? Wouldn't it be equally effective against physical damage regardless of speed?

Other than that, thanks for the guide update, gonna give a try for the new recommended talents.

Due to the 2 second duration. I believe he meant the time it takes to deal the damage. Tracer comes in and shoots then jumps out. Tapping an ability when you see her about to jump in should give you armour for most of her shots.

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      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      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.
       
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