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Raynor Rework Spotlight

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Blizzard today shared a video highlighting the long-awaited Raynor rework.

Raynor Rework Goals

  • Updated talent tree with new design philosophies.
  • Maintain focus on "auto-attack" builds.
  • Give more control of the base kit to the player.

Rework Highlights

  • Adrenaline RushAdrenaline Rush can now be activated. If he takes damage, the ability can be used to replenish Health.
  • When Raynor's RaidersRaynor's Raiders is selected, Jimmy summons a single banshee that will travel with him and engage nearby enemies. It's controllable and will continue to attack enemies that remain within range of Raynor.
  • Raynor has a new trait called "Acquire Weak Spot"
    • It maintains the range bonus from Advanced OpticsAdvanced Optics with additional functionality.
      • On every 4th shot, Raynor will do increased damage that will splash to all nearby enemies.
  • New Talents
    • Veteran Marskman (new Level 1 talent) in place of Seasoned MarksmanSeasoned Marksman.
      • Quest: Every time the primary target of Acquire Weak Spot is a Hero, permanently increase its damage bonus by 1%.
    • Unstable Compound (new Level 7 talent)
      • Increase the area of Acquire Weak Spot by 15%, and enemies hit by it are Slowed by 10% for 3 seconds.
    • Weak Spot Acquired (new Level 20 talent)
      • Enemy Heroes that are the primary target of Acquire Weak Spot have their Armor reduced by 25 for 2 seconds.

There’s a new sheriff in town! We’re implementing a series of significant talent and gameplay updates for Raynor with our next Heroes of the Storm patch. Watch this spotlight video to catch the highlights and a get a few tips.

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Can't believe, we've lived to see it!

 

Although it seems he still might have rather low talent flexibility. Veteran Marksman looks like best talent on level 1, almost mandatory. 

Edited by Arcling
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10 minutes ago, Arcling said:

Can't believe, we've lived to see it!

 

Although it seems he still might have rather low talent flexibility. Veteran Marksman looks like best talent on level 1, almost mandatory. 

I think we'll find out when we see how they rearranged his talent tree.

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29 minutes ago, FunnyGinMan said:

I think we'll find out when we see how they rearranged his talent tree.

https://www.invenglobal.com/articles/5474/azmodan-and-raynor-full-reworked-talents-and-abilities

Here is a list of all Raynor and Azmodan talents. His other level 1 talents are more situational, not sure about others, but perhaps maxing damage output from his trait might be the way to go.

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Guys, it is really happening! Curious the Raynor rework, an meme topic, is announced on the same day we get to now the new animal in killing machine on Overwatch.

His rework seems quite interesting. If the Banshee is a "misha-like" companion, it is going to be my heroic of choice from now.

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Where is Q build? Who cares of auto attack when there are Sgt. Hammer and Tracer that are more than enough to cover all auto attack needings excluding melee heroes.

Raynor auto attacks are useless since he hasn't the damage and range of Hammer or the mobility of Tracer (and the ability to attack while moving).

I really hope he has some sort of Q build or they really shoulda leave him as he is. The only good thing I've seen is finally the ability to activate E being baseline

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16 minutes ago, Hanz39 said:

Where is Q build? Who cares of auto attack when there are Sgt. Hammer and Tracer that are more than enough to cover all auto attack needings excluding melee heroes.

Raynor auto attacks are useless since he hasn't the damage and range of Hammer or the mobility of Tracer (and the ability to attack while moving).

I really hope he has some sort of Q build or they really shoulda leave him as he is. The only good thing I've seen is finally the ability to activate E being baseline

Take a look on his full talent tree (as it was posted on a previous post). He has plenty of interesting talents to buff and give extra effects to his AA. And he does have some cool talents for his Q, with a possible decent Q build.

But looking at some of his trait talents, I think his AA build will be the default. Not to mention some synergies, such as slow on Q by default, a 35% damage increase against slowed heroes on lvl 1 and a talent to slow heroes for 3s with AAs on lvl 7.

Edited by lChronosl

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13 minutes ago, lChronosl said:

Take a look on his full talent tree (as it was posted on a previous post). He has plenty of interesting talents to buff and give extra effects to his AA. And he does have some cool talents for his Q, with a possible decent Q build.

But looking at some of his trait talents, I think his AA build will be the default. Not to mention some synergies, such as slow on Q by default, a 35% damage increase against slowed heroes on lvl 1 and a talent to slow heroes for 3s with AAs on lvl 7.

Link is broken, If someone has the talent tree can copy it?

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Raynor new talent tree:

Spoiler

RAYNOR
 

Stats

o   Health from 1302 to 1450

o   Regen from 2.71 -> 3.02

o   Damage from 122 to 92

o   Base range set to 6.5 (no longer trait driven)

o   Scaling from 4 to 5%
 

Abilities

(New) Acquire Weak Point (Trait):

o    Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

 

Penetrating Round (Q):

o    Damage from 240 to 220

o    Mana cost from 60 to 50

o    New functionality:

o   Slows enemies movement speed by 20% for 2 seconds

o    Knockback range is dependent on proximity to Raynor
 

Inspire (W):

   Cooldown from 10 to 12 seconds.

o    New functionality: Reset your Basic Attack. You and all nearby Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds.

 Adrenaline Rush (E):

o    Cooldown from 30 to 45 seconds

o   Mana cost from 0 to 75

o     New functionality:  Heal for 25% of your max Health over 1 second. Basic Attacks lower this cooldown by .5 second (double vs. Heroes)
 

Raynor’s Raider (R2):

o    Health from 766 to 1000

o    Damage from 31 to 24

o    Attacks per Second from 0.8 to 2

o    New functionality:  Raynor gains a Banshee that flies by his side and auto-acquires his Basic Attack target. The Banshee can be killed which will start a 45-second cd before another is called down

o    They gain 75 HPS when out of combat for 4 seconds



Talents
 

 

Level 1

o     Seasoned Marksman: Removed

o    Scouting Drone: Removed

o     (New) Veteran Marksman (Trait): Quest: If an enemy Hero is hit with the empowered Acquire Weak Point attack, increase the bonus damage of Acquire Weak Spot by 0.75%

o    (New) Ace In The Hole (Passive):  You deal 35% more damage to enemy Heroes that are slowed or stunned

o  (New) Exterminator (Passive): Increase your Basic Attack damage against Minions, Mercenaries

and Monsters by 50%. Increase this bonus to 100% if Inspire is active



Level 4
 

o    Focused Attack: Removed
 

o    Vigorous Assault:  Removed
 

o    Confident Aim: Removed
 

o    Relentless Leader:  Removed
 

o    Fight Or Flight (E): ( Moved from Level 7)
 New functionality: Lower the cooldown of Adrenaline Rush by 10 seconds. Activating it grants 25 Armor for 4 seconds
 

o    (New) Behemoth Armor (Trait): Quest: Gain 250 Health. Increase this by 5 every time you hit a Hero with Acquire Weak Spot
 

o    (New) Sustaining Rounds (Trait): Acquire Weak Spot attacks heal for 3% of your max health. This is increased to 6% against Heroes



Level 7

o   Hamstring Shot:  Removed
 

o   Revolution Overdrive:  Removed
 

o   Puttin’ On A Clinic: Removed
 

o   (New) Heavy Slugs (Active):  Activate: Your next Penetrating Round has 30% increased range and increases the slow duration of Penetrating Round by 200% (30 second CD)
 

o     (New) Fuel The Rush (W/E): While Inspire is active, increase Adrenaline Rush's cooldown bonus from Basic Attacks by 200%
 

o    (New) Unstable Compound (Trait): Increase the area of effect of Acquire Weak Point by 15%. Enemies hit by it are slowed by 10% for 3 seconds

 



Level 13

o    Giant Killer: Removed
 

o    Double-Barreled: Removed
 

o   Steel Resolve:  Removed
 

o    (New) Debilitating Rounds (Q/W): Decrease the cooldown of Penetrating Round by 3 seconds. While Inspire is active, the slow amount is increased by 100%
 

o    (New) Rallying Cry (W): Increase the duration of Inspire by 1 second. All nearby Heroes gain 10% movement and attack speed for the duration.
 

o    (New) Giddy-Up (W): Gain 10% movement and Mount Speed permanently. Increase Inspire’s Movement Speed bonus to 20%.



Level 16

o    Executioner: Removed 
 

o    Cluster Round: Removed
 

o    Bullseye: Removed
 

o    Give Me More (E): (Moved from Level 1) New functionality: Increase the heal amount from Adrenaline rush by 50% and gain 1 additional attack range while Inspire is active
 

o    (New) Bounty Hunter (Active): Acquire Weak Spot attacks that hit a Hero deal an additional 3% of a Heroes max health and grant you 10 Armor for 3 seconds. Activate: Your next Basic Attack is empowered with Acquire Weak Spot (40 second CD)
 

o   (New) Paint Them Red (Q): Increase the damage of Penetrating Round by 50%. Heal for 100% of the damage it deals to Heroes



Level 20

o   Scorched earth: Removed
 

o   A Card To Play: Removed
 

o    Nexus Frenzy: Removed
 

(New) Indomitable Resolve (R1):  Acquire Weak Spot attacks against Heroes lower the cooldown of Hyperion by 5 seconds. Casting Inspire grants 2 seconds of Unstoppable.
 

  (New) Dusk Wing (R2): Banshee Health, Damage, and leash range are increased by 100%. When killed, Inspire and Adrenaline Rush are activated for free.
 

o   (New) Weak Spot Acquired (Trait): The primary target of your Acquire Weak Spot loses 25 Armor for 2 seconds
 

o    (New) Execute (Passive): Increase your attack speed by 20%. Your Basic Attack damage is increased by 25% against targets below 50% Health

Source

Edited by lChronosl
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Thanks to lChronosl for posting what shoulda have been posted in the first post to make us understand in what the rework consist.

That said seems the whole rework is all around the new trait which looks like pretty bad, they even lowered his auto attack damage by a 33% baseline making it a contradiction with the whole thing... if they wanna us build on AA but AA is weaker what's the point to begin with? And they removed the double Q at 13 making the Q build worse either than what is now since it's damage is reduced also.

The only thing than seem to be carved in the stone it's the R since the new one is much better than what he ever had since Hyperion is useful only against buildings (aka push core) and the old banshees were easy to destroy and not respawn like this one.

If you ever picked Anub lv 20 R it's more or less the same thing and at least on Anub is very strong and even if his can be destroyed Raynor gets it at 10.

I really doubt he ends to be strong and for sure won't be any closer to when he had a DOUBLE 2 second stun that made him dominate the game dictating the meta.

Bullseye was his strongest talent in his whole kit by removing it they shoulda compensate with something worthing that loss but honestly what they give him are talents he already has like the slow on Q is lv 7 Hamstring Shot that even if isn't baseline don't make you lose Bullseye at 16.

 Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

Analizing this means you get a free attack every 4 on the target and a 50% of a single attack in a small area that is pratically nothing considering how low Raynor atk is and aside against minions it has no usefulness since if there are 3 or more enemies in the same point means you are in trouble not that you shoulda atk them with AA but push them away with Q and start run.

By the way if someone noticed this is more or less a copy paste of Samuro Critical StrikeCritical Strike put on a ranged hero but a lot weaker.

Samuro attack speed is a lot higher like Raynor with a permanent W active and Samuro is much harder to kill than Raynor so he actually has the time to deliver AA.

Will a weaker but ranged Samuro be playable? For sure not for me but someone will like him.

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10 hours ago, Hanz39 said:

Thanks to lChronosl for posting what shoulda have been posted in the first post to make us understand in what the rework consist.

That said seems the whole rework is all around the new trait which looks like pretty bad, they even lowered his auto attack damage by a 33% baseline making it a contradiction with the whole thing... if they wanna us build on AA but AA is weaker what's the point to begin with? And they removed the double Q at 13 making the Q build worse either than what is now since it's damage is reduced also.

The only thing than seem to be carved in the stone it's the R since the new one is much better than what he ever had since Hyperion is useful only against buildings (aka push core) and the old banshees were easy to destroy and not respawn like this one.

If you ever picked Anub lv 20 R it's more or less the same thing and at least on Anub is very strong and even if his can be destroyed Raynor gets it at 10.

I really doubt he ends to be strong and for sure won't be any closer to when he had a DOUBLE 2 second stun that made him dominate the game dictating the meta.

Bullseye was his strongest talent in his whole kit by removing it they shoulda compensate with something worthing that loss but honestly what they give him are talents he already has like the slow on Q is lv 7 Hamstring Shot that even if isn't baseline don't make you lose Bullseye at 16.

 Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

Analizing this means you get a free attack every 4 on the target and a 50% of a single attack in a small area that is pratically nothing considering how low Raynor atk is and aside against minions it has no usefulness since if there are 3 or more enemies in the same point means you are in trouble not that you shoulda atk them with AA but push them away with Q and start run.

By the way if someone noticed this is more or less a copy paste of Samuro Critical StrikeCritical Strike put on a ranged hero but a lot weaker.

Samuro attack speed is a lot higher like Raynor with a permanent W active and Samuro is much harder to kill than Raynor so he actually has the time to deliver AA.

Will a weaker but ranged Samuro be playable? For sure not for me but someone will like him.

1. Stan probably didn’t have a link to the new talents, it happens, the posted in the comments was broken because it was removed from the site, would you have complained if he used that? Having said that thank you IChronosl.

2. You’re right but to be fair Raynor’s damage was already good, they didn’t want to buff his damage directly. Obviously it’s not quite that simple but yea... Raynor got the Hammer treatment. Insert Trait, now make everything rely on said trait. They removed Giant killer to give one that triggers on his trait for example. Q build is bad though and it is now more useful baseline than before. Yes they removed a talent, now find a new one.

3. Agreed. New banshee seems cool. I don’t know if it’s better though, old banshee did more damage, if the old 2 always died quickly, why won’t the 1?

4. Raynor never dominated the meta.

5. I admit, losing the stun for the other choices might be a bummer, But at least the ASSASSIN has a talent for damage here. Again, they reworked him, don’t just look at what he lost vs gained in a direct comparison. W increases move speed baseline. That’s a big deal.

Anyway, Bounty Hunter looks like a good bit of burst if you’ve already stacked trait prefight.

6. This is not a copy paste of Samuro. That’s just not a fair comparison. One of them stands on its own and only gets one talent at level 4 and the other is a gimmick with tons of talents. 😅In all seriousness though the fact that Raynor’s ranged completely changes how you’ll use it. I’d be more inclined to think about Raynor as a weakened version if he was also melee.

Ill play Jimmy now despite some of the things I said. He’s got some interesting new options to check out at least.

Edited by Warper
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There are some differences between Ichronosi's talents and what it is said in the video. Did they already changed the stats ?

And wow... reworking Raynor !

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er MAH GUERRRRRRRRRRRRRRRRRRD IS IT HAPPENING? IS IT REALLY HAPPENING?

giphy.gif

 

 

He'll actually have a trait now. And his tree won't be full of generic (specialist even!) talents but will offer meaningful and diverse choices.

Blizz making it so one of their most iconic characters isn't just a meme anymore- took them "some" time but they're finally doing it. I'm shoockedth.

Time to give'em some pepper, fill'em full of daylight and offer ma condolences all over again. This is (actually going to be) Jimmy!

P.S. I like how they secretly sneaked it together with Azmo rework which you already knew it was coming.

Edited by SteveFrost
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