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The Current State of Yrel (Blue Posts)

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We have a bunch of blue posts from Game Designer Matt Villers, dealing with the current state of Yrel.

  • The team's not sure if Yrel's healing done should be part of the scoreboard.
  • They've seen reports from players running into issues while using left-click to move, and it's something they plan to fix.
  • The charge mechanic is not just a gimmick, but part of her kit and Hero fantasy.
  • Disabling clicks on talent UI while in "targeting mode" for abilities is something they want to explore in the near future.
  • Blizzard agrees that Yrel's currently weak, but they plan to make adjustments when they collect more data (usually two weeks after a new patch goes live).

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Yrel is a fun warrior. She can sling people around and is so hard to kill. However, she also can heal allies... a lot. Uther gets a damage taken number and Medivh gets a healing number, so I think Yrel needs a healing number too.

We've heard some feedback to this effect and are currently discussing it.

On the one hand, we want to make sure the information we're offering on the scoreboard is actually meaningful, but on the other we realize we're not entirely consistent here and whether or not Yrel should show healing is part of that conversation we're having.

She's a solo lane bruiser who can't waveclear.

To be honest, we've had a lot of discussions around where she fits in a team role-wise. Setting tuning aside for a moment, at her core she has the tools to be a tank or a bruiser, and we're actually really interested to see where players end up using her most often.

I think the claim that she "does no damage" and "can't waveclear" is largely hyperbole, and that numbers-wise she's not nearly as far off as people seem to think she is. She's got a lot of staying power and uses it to do damage over time, very similarly to someone like Blaze.

What is happening with LEFT MOUSE click? Right now it castes all her abilities and there is no way to turn it off!

This is consistent with other abilities that can be charged like on Cho'gall, Gazlowe, etc. The reason is that while charging an ability you're in "targeting mode", and left-click in our game executes abilities that are being targeted.

We have seen reports from some people who use left-click to move that they run into issues here, and that's something we're looking into.

Have you guys considered showing numbers in a more detailed after game screen? 
On topic, I don't really see why all hero's don't get the baseline numbers we have now- damage taken, and healing done shouldn't be limited to warrior/support roles. Everyone does damage and it's shown, everyone takes damage but it's only shown for warriors....

Showing more detailed stats after the game is over is a cool idea and something we'd like to explore, once we take care of some more pressing updates.

As for why we don't show every stat for every hero, there are two main reasons-

  • First, a lot of those stats aren't super meaningful for most heroes, and while small there is a downside to showing unnecessary stats. The more stats we shove into that screen the more it looks like an excel sheet than a scoreboard, and becomes harder to parse at a glance in the middle of a game.
  • Second, showing info that's not relevant to your role could potentially drive toxicity. Suppose we show damage taken for all heroes, and get "oh look Nova took more damage than Arthas", or show healing and get "oh look Yrel's outhealing Lucio".

Neither of these things constitute a hard line where we'd simply refuse to show more stats, but it does give us pause to at least think about it and try to be somewhat picky. There are also things we could do to mitigate it, like re-designing the score screen to display more information in a format that's easier to read. All that to say we're reading your feedback and having discussions around it, and we'll update once we have more info to share ?

As others have said before, her "charge" gimmick feels like it was incorporated just to be a gimmick <...> But that's just my opinion. Maybe that playstyle somehow appeals to others.

I can definitely appreciate your perspective there, but to offer some insight we actually did the charge mechanic not just as a gimmick to be different, but as part of a very specific goal for how we wanted the player to "feel" when playing her.

We looked at this big 2-handed hammer, and how we wanted her to use it, and saw immediate parallels with 2-handed weapon specs in WoW. The feel that goes with those specs is very slow - weapon swing timers are in the 3+ second range, more focus on timing and CD management. It's really rhythmic and deliberate and that's what we wanted to capture with Yrel, and I think we did so pretty successfully.

Now of course, that style's not going to appeal to everyone. There will definitely be people who aren't into that and that's OK, but for the people who do like it it's a breath of fresh air and offers something they weren't able to get in our game previously.

One piece of advice I'll throw out there is that Yrel is a hero you have to play a few games to really get a handle on, as you need to have a feel for which abilities you can get away with using when, and how your Trait factors into all that. Trait management & skill ordering is really critical to playing Yrel effectively, and that's something that's not immediately obvious until you've put some time into her.

As someone who plays a lot of Cho'gall the left click thing hasn't bothered me at all. However, compared to playing Cho'gall I've noticed I accidentally click my talents or character portrait often when trying to cast an ability. Is there any way we can disable that ONLY when an ability is fully charged?

I think this is something we should explore doing in general (disabling clicks on talent UI while in targeting mode for abilities). As I'm not a UI expert I don't know how difficult it would be or if there are any drawbacks I haven't considered, but I'll pass the feedback along to the appropriate team for consideration.

You mentioned not wanting to have the ingame scoreboard look like an "excel spreadsheet" while in-game, have you and the team given thought to the out-of-game results screen looking like a spreadsheet?

Not to compare HOTS to other MOBAs, but I personally would appreciate getting all the data imaginable, and I think a lot of people would be alright with spreadsheets once the game is over.

Yeah this pretty much captures our feeling as well. When you're not in the middle of a match, we'd like to give you as much data as we reasonably can. I don't have details to share right now, but fleshing out the game stats we share with players (be it through post-game screen, player profile, or API) is definitely on our radar.

That said, as someone who is super passionate about the archetype I really want to play Yrel all the time but that will be hard to do if she is weak. Please, don't let her stay weak for long if the stats show she is.

100% on board with this and we'll do our best. We're going to give her some time to soak so we can get proper data before making changes, but the plan is to make adjustments to help her out if she looks to be under-performing.

 

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I posted on Reddit a couple of days ago on what can be done to improve her. Here's the link :

 

What do you guys think?

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I personally think she's really good and most of the "underwhelming/under powered" talk is coming from people who are A) expecting her to play a certain way (that she isn't good at) and B) insist on charging her abilities too much/often.  That and simply misinformation.

The misinformation part is both obvious and hilarious.  People are stating with certainty that she does no damage/wave clear and can be ignored, yet the fact is she actually has good damage for a warrior class character.  High AA damage (third highest out of warriors) and wave clear on par with or better than Johanna in fact.

As for the other two issues:  Honestly people seem to be expecting her to be Muradin.  Just jump into a team and charge up your hammer.  No prob right?  Likewise they see her charge times and the sparkly stun on her fully charged hammer and they have to get it!

If people gave her a week to really try her before knee jerk crying out how under powered she was they would likely start seeing her positive aspects.  Like how she heals like a full support with Gift of the Naaru.  Or how she has amazing peel for protecting your squishies (uncharged hammer is very effective).  Or how her self sustain is absolutely amazing with uncharged Qs and Maraad's Insight.

That said if Blizzard wants to buff her by all means.  I'm happy with her now so giving me more isn't going to be a burden.  Heck I'm living in fear that her healing/trait will get nerfed so all aboard the buff train.  Play up those weaknesses (real or imagined) it works for me.

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I saw her a lot Tuesday and Wednesday but she’s already disappeared from most AI games I run for dailies.

She never topped any MVP lists and I don’t recall her being any thing more than average.  She’s a Warcraft character so she’ll be underwhelming.

It’s Heroes of Overwatch, remember?

Edited by Misuteri

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I wholly agree with @KSDT here. Even thought I have only played with her on the PTR, I feel she is a very useful and versatile hero. Not only almost all her talents are useful, and she has multiple paths and possibilities to adjust to the game, but she is really sturdy and fun to play. The problem is that people are judging her too harshly before understanding how to play as her. I believe she is not an initiator warrior, but a defensive warrior, something we are not used to in HotS. Despite her jump, she is most useful as a second tank staying close to her team and peeling for the squishies. It doesn't help that the charging mechanic is something new. The most important thing is timing and rotation with her, and those are mechanical skills that might be difficult to adapt. And you don't have to fully charge every time, and there is at least one fun and powerful build (Maraad's Insight + Holy Wrath) that actually benefits from spamming.

I like most of your suggestions, @Dejo93 , but they should probably not make all those changes. Her charging will probably stay, since it's a core feature of hers, but maybe if they removed her movement speed reduction it would make a difference.

I really like how the devs have patience and are (apparently) not rushing to change her with all this whining.

Edited by lChronosl

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Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

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Got her in the brawl today, others insisted I played her cause nobody else wanted to go tank and they wanted me to pick her, told her it was my first time. She's really good, tanky, fun to play, Thing is, if you try to go in without follow-up vs a sht-ton of cc ;it's not like I did that all the time, mostly wanted to make plays/help the others. Probably should have gone for the unstoppable talent at level 20 (man, when I saw that cd) and not the ult upgrade (team was almost always scattered up, hard to benefit) but oh well..

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The point about toxicity is a valid one.  I had a Junkrat that did not help the team at all (did not even poke Alters once entire game), but then when everyone calls him out he points to his dmg numbers to show that he is the best player in the game.  Some people like to use stats to verify their ussefulness

I might even suggest that people can't see any stats (or maybe only their own) in game.  How is it helpful?  I have been guilty of looking at the stat board, seeing some mage that has no hero dmg and called them out.  Are they suddenly going to get better?  No.  So why even show it in game?  All it does is foster toxic behavior.     If you want to show it at the end, by all means, but there isn't much use to it in game, aside from the talent screen.

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12 hours ago, ExorionAether said:

Just to quote a reaction I had with a friend in UD while we had a Yrel on the enemy team:

"Watch out! There's no damage coming your way!"

I can't say how good/bad she is. I think I do not have enough playtime on her. That said so far I had no problem with Yrels on the enemy team. Also I did not feel much of an impact from her while she was on our team. Not gonna say she is SomethingSomethingPowered but at the moment I honestly can't say that I see her neither as a asset not a treat.

Maybe the community just needs more time to adjust. Maybe I should pick her up myself full-time and see what she can truly offer. I can just speak from my experience so far. And at the moment I see her quite often but do not feel like that she does provide a great impact for either team.

The community kinda has adjusted to her in the sense that you just rarely see her anymore. Usually with a new hero release day 1 you see them in constant mirror matches in QM day 2-3 youll still see regular mirror matches but it starts to drop off. Yesterday I played a bunch of games and only saw her at all once and she was completely useless on a map that she is well suited for, volskaya. The way basically every fight went was we just ignore/avoid her and go straight for her teammates then when we had nobody else to kill we killed her 3-5 v 1. You'd never be able to do that against any other tank. Every other tank demands at least some attention and will punish you for trying to focus someone else. Imagine trying to walk past Garrosh, Diablo or ETC, it'd be a disaster but Yrel that's just the smart thing to do and you'll never get punished for it

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42 minutes ago, DimensionDerper said:

Make her skins cost shards. Easy!

Skins imbue the character with POWER, you know?

Her skins are meh. The Mad Jester one doesn't even have a maniac laugh or anything.

Edited by lChronosl

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23 hours ago, XeaKon said:

She has waveclear and a ton of merc stealing and utility/peel/healing. Plus she is more or equal in resilience to Johanna.

Not even close my friend,unless you have only met bad johana players so far.

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40 minutes ago, Kurosu said:

Not even close my friend,unless you have only met bad johana players so far.

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

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19 hours ago, XeaKon said:

Maybe you met bad Yrels because she is resistant,heals herself and has the escape of Muradin.

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

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14 hours ago, Kurosu said:

 /casts interupt
/yrel cries

/johana laughs cause  se has no channels

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

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I've only got a handful of games, and I see some issues.

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better. 

To be impactful, Yrel is almost dependent on her trait.  When it's on recharge, her tools are subpar at best.

My opinion: She's a decent secondary tank for a team that needs some extra zoning, but otherwise mediocre at best.  Anything Yrel can do, some other hero can do better.

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9 hours ago, gamerk2 said:

The first off is lack of immediate impact.  Yes, she does a very good job zoning, but so do a lot more impactful heroes you don't see right now.  She has OK sustain and damage, but is outdone here as well.  She has a soft engage/escape, but so do plenty of other tanks, and often better.

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

9 hours ago, gamerk2 said:

Anything Yrel can do, some other hero can do better.

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

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I think it is because Yrel ended up as a jack-of-mixed-warrior-support-trades. She is good at many things, including zoning, healing, chasing, peeling and disrupting. But she is not the best on any of them. She should be used as a "support", meaning that she should help your main healer, main tank and main damage dealer. She should not be expected to lead to be at her best( she is a generalist), but she can fill other shortcomings  on your team and help overall. And her talents allow some specialization on these roles.

Edited by lChronosl

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On 6/18/2018 at 9:00 AM, KSDT said:

I'm very interested in hearing which of these "other heroes/tanks" have so much more impact, zoning, sustain, damage, and escape that they overshadow her so completely.  There are warriors who do more damage than her yes (though it's not as many nor by as much as most seem to think), but far fewer who can match her sustain, zoning, or escape.  As for impact, well that's going to depend on what kind of impact you're looking for.

The problem is she does nothing well, and gets absolutely destroyed by anything that interrupts her abilities charging.  And improving one area of her kit typically make sacrifices elsewhere.  And as for her zoning, outside of some very specific maps like Cursed Hollow, the impact area is small enough where it's easy to simply walk around it's area of effect.

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

And again, her potential is very much limited by her traits uptime.

On 6/18/2018 at 9:00 AM, KSDT said:

Really?  Please let me know what warrior or hero with her durability/mobility/utility has anywhere close to the same healing ability (self or others) as she does.  ETC is the closest warrior when it comes to actual healing (as he is the only one even able to heal allies) but Gift of the Naaru blows Prog Rock completely out of the water.  If you include shields as healing then she competes with Chen, Tyrael, and Zarya and again blows them out of the water.  Heck you can even go into listing Supports here and she still manages to compete well with them.  Gift of the Naaru heals for more than Uther's Holy Light (on his target, this does not include Uther healing himself) on a shorter cooldown and for no mana (obviously Uther has his other heal, his trait, and talents so she doesn't replace him but those raw numbers are still significant).  I would certainly say this is one nitch that no other Warrior (and given her durability and escape/disengage tools, Support either) can match and this is just one aspect of the character.  Certainly seems to me that she has things she can do that no other hero can do better.

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.  In theory it can work decently when paired with "passive" healers like Lucio and Brightwing to give an additional burst heal those heroes lack, but that's not really what you want your tank to be doing.  HotS is VERY specialized, and heroes that typically don't do one thing really well typically aren't used that much.

If Yrel didn't have to charge every single ability, she might be decent.  As she is currently built, I honestly don't see a point ever picking her.  I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

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3 hours ago, gamerk2 said:

She also doesn't do a ton of DPS.  Yes her AA hurts, but it's slow a la Leroic.  Her abilities don't even do that much DPS either; the only advantage is they can hit more then one target at a time.  Problem is, the charge process can easily be interrupted by one of MANY heroes in the meta right now, and heaven help her should that happen.

3rd highest AA DPS of the Warrior class (note, having a slow attack speed but high base damage is generally a good thing in hero fights since in a normal fight you don't have the luxury to sit on the target and swing multiple times) and better AoE damage/wave clear than Johanna if I remember correctly.  That doesn't make her the scariest thing on the field sure but for a Warrior character?  She isn't lacking DPS.

Also, I think an issue you might be facing is that you're expecting her to charge her abilities regularly (and thus doing nothing/getting interrupted regularly).  Once you play her a while you realize, no that is not how she plays.  You charge her abilities only in certain situations (generally only at the very beginning/end of fights) and instead largely use her abilities on cooldown uncharged with Traits and AAs in between.

3 hours ago, gamerk2 said:

Keep in mind Gift of Naru has a VERY small trigger zone, and if you want Yrel to zone then that means she isn't going to be close enough for that heal to effect allies.

I have played the hero extensively, no it does not have a small trigger zone.  It's actually a fairly decent range heal.  Comparable to heals like Lili's Tea Toss.  I'm not sure why you would want to be further than that away from your allies in general and either your front or back line (as needed) specifically.

3 hours ago, gamerk2 said:

I play tanks almost exclusively, and my first reading of Yrel: She's meh at best.

That might be the problem.  You seem to have a very specific definition of what "works" (which I'm not sure is entirely accurate given some of the reasoning you're basing your judgement on seems inaccurate) and Yrel doesn't seem to fall into it.  I've noticed that many of the people who like Yrel consider themselves Support mains and they find her quite effective.

As I've said elsewhere, I personally see her as a tough, mobile, disruptive support character rather than someone who is trying to replace a Garrosh or Muradin (trying to play like them will only get her killed).  I don't think she should be the main tank for a team or the main support but she handles both of those roles as a secondary exceptionally well.  Considering having two warriors on a team is already quite common I don't think she has any issues filling the secondary slot on a team looking for more healing, disruption, disengage, wave clear, solo lane survival, and/or rotations all of which she does very well.

Edited by KSDT
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Agreed. Also, 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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On 6/18/2018 at 12:46 AM, XeaKon said:

You know she has an instant in her trait, right ? Plus I like my tank soaking CC and damage.

check her current tier.Thats right BOTTOM

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      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 unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] No longer deals reduced damage to Summons. Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. 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. 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 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
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