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Heroes of the Storm Patch Notes: Jul 25

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Blizzard just released a new balance update. Check out the full patch notes!

Balance Update Highlights

  • Hammer's Blunt Force GunBlunt Force Gun no longer deals damage to Structures.
  • Hanzo's Sonic ArrowSonic Arrow and Natural AgilityNatural Agility were nerfed, but they increased his Basic Attack damage.
  • Raynor's Level 1/4/7 talents received nerfs.
  • Azmodan's Level 7/13 talents received new functionalities.
  • Malfurion's Ice BlockIce Block (Level 13 talent) removed. Nature's SwiftnessNature's Swiftness was moved to Level 13. He now has a new Rejuvenation (Q) talent at Level 1:
    • Malfurion gains 5 Health per Second for every active Regrowth.
  • Artanis received talent tweaks; the goal was to create different playstyles and synergies between his talents and give him more power in late game.

Check out the full patch notes for more details and developer comments.

Blizzard LogoBlizzard (Source)

HEROES

ASSASSIN

ALARAK

Divider_Hero_Alarak_crop.png
Stats
  • Basic Attack damage increased from 140 to 150

FENIX

divider_hero_Fenix.png
Stats
  • Basic Attack damage reduced from 86 to 83
Talents
  • Level 1
    • Arsenal SynergyArsenal Synergy (W)
      • Damage bonus reduced from 175 to 150%
    • Mobile OffenseMobile Offense (Passive)
      • Damage bonus increased from 30 to 35%
Developer Comment: Fenix is still stronger than desired, especially when taking the Arsenal SynergyArsenal Synergy Talent.  We’re toning down his Basic Attack damage and the bonus that Arsenal SynergyArsenal Synergy provides, while also buffing Mobile OffenseMobile Offense slightly to offset the reduced Basic Attack damage.

GENJI

Divider_Hero_Genji.png
Abilities
  • Swift StrikeSwift Strike (E)
    • Reset window reduced from 2 to 1.5 seconds
    • Damage reduced from 215 to 205
Talents
  • Level 20
    • The Dragon Becomes MeThe Dragon Becomes Me (R)
      • Reset window reduced from 2 to 1.5 seconds

HANZO

XTR79I1I9ND91510181901566.png
Stats
  • Basic Attack damage increased from 173 to 188

Abilities

  • Sonic ArrowSonic Arrow (E)
    • Reveal radius reduced from 10 to 7
    • Reveal duration reduced from 8 to 5 seconds
  • Natural AgilityNatural Agility (D)
    • Cooldown increased from 25 to 30 seconds
Talents
  • Level 20
    • Perfect AgilityPerfect Agility (D)
      • Cooldown reduction increased from 5 to 10 seconds
Developer Comment: Hanzo, while extremely desired and powerful in professional play, doesn’t have the same success across all levels of Hero League.  We think that by reducing the power of Sonic ArrowSonic Arrow and shifting that into Basic Attacks, not only will Redemption be a more attractive option, but Hanzo’s success should rise in Hero League without making him any more powerful in organized team play.

KAEL'THAS

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Abilities
  • FlamestrikeFlamestrike (Q)
    • Damage increased from 320 to 345
  • Living BombLiving Bomb (W)
    • Explosion damage increased from 200 to 215

RAYNOR

Divider_Hero_Raynor_Crop.png
Abilities
  • Raynor's RaiderRaynor's Raider (R)
    • Weapon damage reduced from 24 to 21

Talents

  • Level 1
    • Ace In The HoleAce In The Hole (Passive)
      • Damage reduced from 30 to 20%
  • Level 4
    • Behemoth ArmorBehemoth Armor (Trait)
      • Base Health gain reduced from 250 to 200
    • Fight or FlightFight or Flight (E)
      • Armor duration reduced from 4 to 3 seconds
  • Level 7
    • Unstable CompoundUnstable Compound (Trait)
      • Slow duration reduced from 3 to 2.5 seconds
Developer Comment: Raynor’s pepper is bringing a bit too much salt 

TRACER

CRCTL07EI16X1461800038629.png
Stats
  • Basic Attack damage reduced from 27 to 26

Abilities

  • Quantum SpikeQuantum Spike (R)
    • Damage reduced from 8 to 7% of target’s Maximum Health

SPECIALIST

AZMODAN

Divider_Hero_Azmodan_Crop.png
Abilities
  • Globe of AnnihilationGlobe of Annihilation (Q)
    • Damage increased from 164 to 192
    • Damage scaling reduced from 4 to 3% 
  • Summon Demon WarriorSummon Demon Warrior (W)
    • Attack damage increased from 28 to 30
    • Periodic damage increased from 6 to 8
    • Health increased from 390 to 435 
  • All Shall BurnAll Shall Burn (E)
    • Cooldown reduced from 8 to 6 seconds
    • Mana cost increased from 30 to 40
    • Periodic damage reduced from 34 to 30
    • Final damage increased from 272 to 320 
  • Demon LieutenantDemon Lieutenant (D)
    • Attack damage increased from 27 to 41
    • Health increased from 548 to 593 
  • Demonic InvasionDemonic Invasion (R)
    • Duration increased from 8 to 10 seconds
    • Final explosion damage increased from 65 to 97.5
    • Demon Grunt weapon range increased from .75 to 1
Talents
  • Level 1
    • WrathWrath (Q)
      • Bonus damage window reduced from 4 to 3 seconds 
  • Level 4
    • Hellforged ArmorHellforged Armor (W/D)
      • Armor bonus reduced from 35 to 30 
    • BattlebornBattleborn (W/D)
      • Demon Warrior cooldown reduction increased from .5 to .75 seconds
      • Demon Lieutenant cooldown reduction increased from 1 to 1.5 seconds
  • Level 7
    • Art of ChaosArt of Chaos (Q)
      • New Functionality:
        • Hitting 2 or more Heroes with Globe of Annihilation restores 30 mana and generates 4 Annihilation
  • Level 13
    • Brutish VanguardBrutish Vanguard (W/D)
      • Added functionality:
        • Health bonus now applies to Demon Lieutenants in addition to Demon Warriors
    • Chain of CommandChain of Command (D)
      • Added functionality:
        • Also decreases the cooldown of Demon Lieutenants’ Demonic Smite by 2 seconds
  • Level 16
    • Hell RiftHell Rift (E)
      • Demon Warrior damage bonus duration increased from 4 to 6 seconds
  • Level 20
    • Pride (Q)
      • Damage bonus increased from 100 to 125
Developer Comment: Azmodan's win rate has slowly crept up as players get the hang of his rework, but we feel his PvE inclined elements are less impactful then we'd like. We're making a number of small adjustments to Azmodan's various Demons and All Shall BurnAll Shall Burn to help ensure their talents are competitive choices. We're also giving Globe a bit more baseline damage at the cost of its scaling to make it slightly easier to stack early in the game.

MURKY

Divider_Hero_Murky_Crop.png
Talents
  • Level 13
    • Fish TankFish Tank (Passive)
      • New functionality:
        • Murky is healed for 25% of all damage he deals with Basic Attacks and Basic Abilities
Developer Comment: We’re adjusting Fish TankFish Tank to not be so binary in the situations where it is powerful. While granting 75 Physical Armor was an appropriate amount of power against the other talents on the tier, it resulted in some situations where Murky could not be killed when playing against certain enemies. We’re changing the talent to be more generally useful so that Murky can get a lot of value as long as he is hitting enemies, but he can still be killed by more conventional methods.

SGT. HAMMER

Divider_Hero_SgtHammer_Crop.png
Abilities
  • Blunt Force GunBlunt Force Gun (R)
    • No longer deals damage to enemy Structures
Developer Comment: This change is to address situations where Orbital BFGOrbital BFG could kill enemy Forts, Keeps, and potentially end the game with no counter-play from the opposing team. We realize that this is a minor nerf to Blunt Force GunBlunt Force Gun and a fairly hefty nerf to Orbital BFGOrbital BFG. Both talents are performing well right now, so we will be waiting to see if they need a buff in some other area to compensate for this loss in functionality. 

SUPPORT

DECKARD

divider_hero_deckard.png
Abilities
  • Healing PotionHealing Potion (Q)
    • Healing reduced from 230 to 219
Talents
  • Level 13
    • Ancient BlessingsAncient Blessings (Trait)
      • Damage reduced from 72 to 68
      • Healing reduced from 106 to 100

MALFURION

Divider_Hero_Malfurion_Crop.png
Talents
  • Level 1
    • New Talent: Rejuvenation (Q)
      • Malfurion gains 5 Health per Second for every active Regrowth
  • Level 13
    • Ice BlockIce Block (Active)
      • Removed
    • Nature's SwiftnessNature's Swiftness (Q)
      • Moved from Level 1
      • Movement speed per Regrowth increased from 4 to 6%

WARRIOR

ARTANIS

Divider_Hero_Artanis_crop.png
Abilities
  • Blade DashBlade Dash (Q)
    • Mana cost decreased from 55 to 50
Talents
  • Level 4
    • Psionic SynergyPsionic Synergy (E)
      • New functionality:
        • Hitting an enemy Hero with Phase Prism grants Artanis 15 Armor for 3 seconds
    • Shield BatteryShield Battery (Trait)
      • Cooldown reduction increased from 50 to 100%
  • Level 13
    • Templar's ZealTemplar's Zeal (Q)
      • New functionality:
        • Reduce the Mana cost of Blade Dash by 50%.  Each time that Shield Overload activates, reduce the cooldown of Blade Dash by 5 seconds
    • Graviton VortexGraviton Vortex (E)
      • New functionality:
        • Reduce the Mana cost of Phase Prism by 50%.  Hitting an enemy Hero with Basic Attacks or Blade Dash lowers the cooldown of Phase Prism by 1.25 seconds
    • Phase BulwarkPhase Bulwark (Trait)
      • Adjusted functionality:
        • While Artanis has shields from Shield Overload, gain 50 Spell Armor.  This Armor lasts for 2 seconds after Shield Overload expires
  • Level 16
    • New Talent: Blades of a Templar (Passive)
      • Increase Basic Attack speed by 30%.  Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
    • Psionic WoundPsionic Wound (W)
      • Removed
    • Force of WillForce of Will (Trait)
      • Moved from Level 20
      • New functionality:
        • Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
    • Titan KillerTitan Killer (W)
      • Adjusted functionality:
        • Basic Attacks against Heroes deal an additional .5% of their maximum Health in damage.  Twin Blades attacks against Heroes deal an additional 1.5% of their maximum Health as damage
  • Level 20
    • Nexus BladesNexus Blades (Passive)
      • Removed
    • Target PurifiedTarget Purified (R)
      • Additional Functionality:
        • Now also increases the speed of Purifier Beam by 15%
    • Zealot ChargeZealot Charge (W)
      • Moved from Level 16
    • Plasma BurnPlasma Burn (Trait)
      • Moved from Level 16
      • Damage increased from 55 to 60
Developer Comment: We saw an opportunity to give Artanis some more competitive talents, particularly on his later tiers. Our goal with these changes was to create some different playstyles and synergies between his talents, and to give him a little more punch as the game goes on and the enemy team becomes more capable of locking him down.

BLAZE

Divider_Hero_Blaze.png
Stats
  • Hero radius increased from .875 to 1
Talents
  • Level 1
    • Neural StimpackNeural Stimpack (Active)
      • Now only reduces the cooldowns of Basic Abilities

CHO

Divider_Hero_Cho_crop.png
Talents
  • Level 16
    • Surging DashSurging Dash (Q)
      • No longer grants Cho Unstoppable

DIABLO

Divider_Hero_Diablo_Crop.png
Abilities
  • Lightning BreathLightning Breath (R)
    • Slow amount per tick reduced from 5 to 4%
    • Maximum slow amount reduced from 50 to 40%

YREL

divider_hero_Yrel.png
Abilities
  • Ardent DefenderArdent Defender (R)
    • Cooldown increased from 100 to 120 seconds

Talents

  • Level 1
    • Maraad's InsightMaraad's Insight (Passive)
      • Healing reduced from 148 to 128
  • Level 4
    • Hand of FreedomHand of Freedom (Active)
      • Cooldown reduced from 30 to 22 seconds
  • Level 7
    • Divine SteedDivine Steed (Z)
      • Movement Speed bonus reduced from 80 to 60%
  • Level 16
    • Templar's VerdictTemplar's Verdict (W)
      • Now also deals 4% of enemy Heroes Maximum Health as damage
    • Holy WrathHoly Wrath (Passive)
      • Damage bonus reduced from 30 to 20%
Developer Comment: Yrel has been very strong since her last balance update, and a few of her Talent tiers are dominated by a single Talent. By applying some nerfs to the overperforming Talents, we think that Yrel will be brought back in lane with other Heroes and have more diversity in her Talent choices.

BUG FIXES

General
  • Fixed an issue allowing several effects to be seen at the edges of fog of war.
  • AI – Fixed an issue causing player-following AI-controlled Heroes to use Hearthstone and long-distance movement abilities at inappropriate times.
  • Fixed an issue preventing the antialiasing graphics setting from being enabled.
Heroes, Abilities, and Talents
  • Alarak - Fixed an issue preventing the targeting indicator for Deadly ChargeDeadly Charge from appearing.
  • Alarak – Fixed an issue that allowed Alarak to move while channeling Deadly ChargeDeadly Charge.
  • Alexstrasza – Fixed an issue preventing Life-BinderLife-Binder from going on a full cooldown if interrupted during the channel time.
  • Diablo – Fixed an issue causing Diablo’s Shadow ChargeShadow Charge to not push stunned targets the full expected distance after choosing the DominationDomination talent.
  • Genji – Fixed a number of issues with interactions between the DragonbladeDragonblade and Swift StrikeSwift Strike reset duration bars.
  • Medivh – Fixed an issue allowing Medivh to cast two sets of Portals after choosing the Portal MasteryPortal Mastery talent.
  • Raynor – Fixed an issue that could cause Raynor's RaiderRaynor's Raider to become stuck outside of the map when navigating in and out of the mines on Haunted Mines.
  • Raynor – Raynor's RaiderRaynor's Raider will now hearth back to base with Raynor.
  • Zagara – Zagara will now exit Nydus Worms in the direction of the player’s cursor.
  • Zul’jin – Fixed a number of issues with the Amani RageAmani Rage tooltip.

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Another tracer nerf?  OK...

I don't understand KT buff.  He has %50 win rate and is very popular (picked around %40 of time).  Why buff him?  And if so, why buff a non skill shot like living bomb?

 

  • Like 1

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12 minutes ago, Kuarinofu said:

So, removed Malf's Ice Block just like that? 

So, now we have like 2 viable healers? Alexstrasza and Stukov?

If you call Alexstrasza and Stukov viable, I have surprising news for you...

At low MMR we are reaching the point that a zero support meta is the way to go as long as it doesn't tilt your team (though this nerf actually doesn't change that, because both Malf and Deckard are awful at low MMR).

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20 minutes ago, Migol said:

Wait, people were taking BFG as an ult?   Did I miss something?

BFG is often the go to in HGC and competitive play. It's a huge wombo damage if you line it up with good CC like a dragon arrow or wardens cage. In HL, it's pretty terrible. This nerf does nothing to it's real use, but scraps the cheese.

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3 hours ago, Stan said:

 

Blizzard LogoBlizzard (Source)

SPECIALIST

AZMODAN

Divider_Hero_Azmodan_Crop.png
Abilities
  • Globe of AnnihilationGlobe of Annihilation (Q)
    • Damage increased from 164 to 192
    • Damage scaling reduced from 4 to 3% 
  • Summon Demon WarriorSummon Demon Warrior (W)
    • Attack damage increased from 28 to 30
    • Periodic damage increased from 6 to 8
    • Health increased from 390 to 435 
  • All Shall BurnAll Shall Burn (E)
    • Cooldown reduced from 8 to 6 seconds
    • Mana cost increased from 30 to 40
    • Periodic damage reduced from 34 to 30
    • Final damage increased from 272 to 320 
  • Demon LieutenantDemon Lieutenant (D)
    • Attack damage increased from 27 to 41
    • Health increased from 548 to 593 
  • Demonic InvasionDemonic Invasion (R)
    • Duration increased from 8 to 10 seconds
    • Final explosion damage increased from 65 to 97.5
    • Demon Grunt weapon range increased from .75 to 1
Talents
  • Level 1
    • WrathWrath (Q)
      • Bonus damage window reduced from 4 to 3 seconds 
  • Level 4
    • Hellforged ArmorHellforged Armor (W/D)
      • Armor bonus reduced from 35 to 30 
    • BattlebornBattleborn (W/D)
      • Demon Warrior cooldown reduction increased from .5 to .75 seconds
      • Demon Lieutenant cooldown reduction increased from 1 to 1.5 seconds
  • Level 7
    • Art of ChaosArt of Chaos (Q)
      • New Functionality:
        • Hitting 2 or more Heroes with Globe of Annihilation restores 30 mana and generates 4 Annihilation
  • Level 13
    • Brutish VanguardBrutish Vanguard (W/D)
      • Added functionality:
        • Health bonus now applies to Demon Lieutenants in addition to Demon Warriors
    • Chain of CommandChain of Command (D)
      • Added functionality:
        • Also decreases the cooldown of Demon Lieutenants’ Demonic Smite by 2 seconds
  • Level 16
    • Hell RiftHell Rift (E)
      • Demon Warrior damage bonus duration increased from 4 to 6 seconds
  • Level 20
    • Pride (Q)
      • Damage bonus increased from 100 to 125
Developer Comment: Azmodan's win rate has slowly crept up as players get the hang of his rework, but we feel his PvE inclined elements are less impactful then we'd like. We're making a number of small adjustments to Azmodan's various Demons and All Shall BurnAll Shall Burn to help ensure their talents are competitive choices. We're also giving Globe a bit more baseline damage at the cost of its scaling to make it slightly easier to stack early in the game.

WARRIOR

ARTANIS

Divider_Hero_Artanis_crop.png
Abilities
  • Blade DashBlade Dash (Q)
    • Mana cost decreased from 55 to 50
Talents
  • Level 4
    • Psionic SynergyPsionic Synergy (E)
      • New functionality:
        • Hitting an enemy Hero with Phase Prism grants Artanis 15 Armor for 3 seconds
    • Shield BatteryShield Battery (Trait)
      • Cooldown reduction increased from 50 to 100%
  • Level 13
    • Templar's ZealTemplar's Zeal (Q)
      • New functionality:
        • Reduce the Mana cost of Blade Dash by 50%.  Each time that Shield Overload activates, reduce the cooldown of Blade Dash by 5 seconds
    • Graviton VortexGraviton Vortex (E)
      • New functionality:
        • Reduce the Mana cost of Phase Prism by 50%.  Hitting an enemy Hero with Basic Attacks or Blade Dash lowers the cooldown of Phase Prism by 1.25 seconds
    • Phase BulwarkPhase Bulwark (Trait)
      • Adjusted functionality:
        • While Artanis has shields from Shield Overload, gain 50 Spell Armor.  This Armor lasts for 2 seconds after Shield Overload expires
  • Level 16
    • New Talent: Blades of a Templar (Passive)
      • Increase Basic Attack speed by 30%.  Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
    • Psionic WoundPsionic Wound (W)
      • Removed
    • Force of WillForce of Will (Trait)
      • Moved from Level 20
      • New functionality:
        • Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
    • Titan KillerTitan Killer (W)
      • Adjusted functionality:
        • Basic Attacks against Heroes deal an additional .5% of their maximum Health in damage.  Twin Blades attacks against Heroes deal an additional 1.5% of their maximum Health as damage
  • Level 20
    • Nexus BladesNexus Blades (Passive)
      • Removed
    • Target PurifiedTarget Purified (R)
      • Additional Functionality:
        • Now also increases the speed of Purifier Beam by 15%
    • Zealot ChargeZealot Charge (W)
      • Moved from Level 16
    • Plasma BurnPlasma Burn (Trait)
      • Moved from Level 16
      • Damage increased from 55 to 60
Developer Comment: We saw an opportunity to give Artanis some more competitive talents, particularly on his later tiers. Our goal with these changes was to create some different playstyles and synergies between his talents, and to give him a little more punch as the game goes on and the enemy team becomes more capable of locking him down.

CHO

Divider_Hero_Cho_crop.png
Talents
  • Level 16
    • Surging DashSurging Dash (Q)
      • No longer grants Cho Unstoppable

From Bottom to Top:

CHO

Just when I figured out how to do well with Cho his key tool got taken out. :p

Without that unstoppable I can't see him as I threat anymore. His attack speed buff + unstoppable + it's healing was a pretty easy and effective combo to use. Don't see him surviving even average players now.

ARTANIS

Wow. Scary updates. Phase Prism armour to survive swaps? Yes please! Faster shield recovery with Shield Battery, thank you!

Force of Will and Plasma Burn shuffle is very welcome and makes more sense. Can't do PB without the shield speed.

Purifier Beam at lvl 20 finally has a use now with a speed boost, that can be taken at the same time as the basic attack slow. That is just scary. Might not even need the Prism slow anymore and can use the new Graviton Vortex for Prism cooldowns.

Really liking the variety of combinations this opens up. From a funny shield build, to dashing, to prism and basic attack focus.

Good stuff!

Azmodan

A lot of the stuff here didn't actually need buffing, but a lot of it did slightly and was welcome.

Generally, there is a lot of base damage, health, and cooldown buffing in this update.

Art of Chaos got a huger buff for stacking. This makes Gluttony way more powerful since it does not need 3 to gain 5 stacks anymore.

2 Heroes is pretty easy to do, especially if you focus on the healer or the tank. There is usually someone nearby.

That means 10 stacks per Globe from a position of safety without the need for auto attacking like with Bombardment.

Master of Destruction still junk choice for lvl 7 unfortunately. That's the one that needed the buff.

Wrath is not really affected by the nerf. Wrath users use Bombardment which makes it pretty easy to auto attack in one or two seconds. By 3 seconds, Bombardment range increase ends, as does it's triple auto attack. So, Wrath can go to 2 seconds and still be unaffacted after level 7 since they are both Globe triggered. In fact, the Wrath trigger lasts longer due to starting after the hit, not the throw.

Pride even more useful, not that it wasn't the favourite already. Not sure why they have other choices other than Trample.

All Shall Burn is faster to reuse and now more rewarding to finish channel. Yay!

Demons all got buffed, directly and through talents in almost every way. But Demonic Invasion still not going to compete.

Battleborn and Brutish Vanguard, while buffed for Warriors and Lieutenant still don't touch Demonic Invasion.

The rediculous cooldown still untouched.

So, a better Azmodan in most areas. Play him while you can before they realize they just f'd up and need to nerf him!

When you're not playing Artanis.

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8 hours ago, Primici said:

Still no Chromie nerfs. Ok then.

You want what chromie nerfs? reduce range? reduce dmg? immobile? root herself for 2 sec after casting?

 

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I don't like the way they balance the support.

It's not like Deckard and Malfurion are OP or something, it's just that the other supports all have their own problems to be viable at all.

Alexstraza: she's very map dependant - really good on objective-fights oriented maps like Infernal Shrine and Volskaya Foundry, but bad on skirmish oriented maps like Braxis Holdout and Tomb of the Spider Queen. 

Stukov: his heroics are relatively weak.

Ana: same problems as ever.

Auriel: relies on having a high sustain damage dealer to constantly fill up her energy bar to have the similar level of sustain healing as other supports.

Kharazim: only good on offensive team comps; Transcendent and Insight are still meme builds; weak against poke damage.

Li Li: her healing mechanics can be outplayed by good opponents; also offers too little utility besides a blind.

Morales: very vulnerable to mobile divers who can pass through her frontline to reach her.

Lucio: extremely low healing output pre-16.

Brightwing: healing is way too low and slow to deal with any kind of burst damage.

Uther: get absolutely bullied by any kind of poke and sustain damage.

All these supports have their own issues to prevent them from picked first, or just being versatile in general. Nerfing popular supports will NOT fix these issues, and will result in people not wanting to play supports at all. Heck, even solo Abathur 'support' comp are seeing plays in HGC.

People are worrying that buffing supports will bring back double support meta. HELL NO. Unless Blizzard revert those 5% overall stats nerf for all supports, double support meta won't have ANY chance to come back, especially when there're a lot of 'meta' assassins that doesn't fit into double support comps at all, most notably Genji, Maiev, Jaina, Junkrat and Tychus. You won't replace those assassins with an under-stated support. 

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25 minutes ago, ShadowerDerek said:

I don't like the way they balance the support.

It's not like Deckard and Malfurion are OP or something, it's just that the other supports all have their own problems to be viable at all.

Alexstraza: she's very map dependant - really good on objective-fights oriented maps like Infernal Shrine and Volskaya Foundry, but bad on skirmish oriented maps like Braxis Holdout and Tomb of the Spider Queen. 

Stukov: his heroics are relatively weak.

Ana: same problems as ever.

Auriel: relies on having a high sustain damage dealer to constantly fill up her energy bar to have the similar level of sustain healing as other supports.

Kharazim: only good on offensive team comps; Transcendent and Insight are still meme builds; weak against poke damage.

Li Li: her healing mechanics can be outplayed by good opponents; also offers too little utility besides a blind.

Morales: very vulnerable to mobile divers who can pass through her frontline to reach her.

Lucio: extremely low healing output pre-16.

Brightwing: healing is way too low and slow to deal with any kind of burst damage.

Uther: get absolutely bullied by any kind of poke and sustain damage.

All these supports have their own issues to prevent them from picked first, or just being versatile in general. Nerfing popular supports will NOT fix these issues, and will result in people not wanting to play supports at all. Heck, even solo Abathur 'support' comp are seeing plays in HGC.

People are worrying that buffing supports will bring back double support meta. HELL NO. Unless Blizzard revert those 5% overall stats nerf for all supports, double support meta won't have ANY chance to come back, especially when there're a lot of 'meta' assassins that doesn't fit into double support comps at all, most notably Genji, Maiev, Jaina, Junkrat and Tychus. You won't replace those assassins with an under-stated support. 

I'll go a step farther: Supports are getting so weak compared to both the burst and sustain out there, while Tanks are getting enough self-sustain, where I can see cases where the optimal lineup is two tanks, a bruiser, and two assassins.

I understand the issue here: Tanks are getting so good at surviving to start with where it's forcing nerfs to supports in order to let teams actually kill them.

The real fix here is that Blizzards needs to start removing all forms of self-sustain except for maybe a handful of use cases (Blaze is a good example of a "good" use case; ETC by contrast is the exact opposite).

I feel there's a lot of long-term balance problems that are starting to pop up.

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7 hours ago, Migol said:

Wait, people were taking BFG as an ult?   Did I miss something?

It's a very strong combo attack, and good for hitting targets retreating.  Combine that with the level 20, and you can have hammer just nuke down Keeps over time by herself.  This is and always has been stupid.

That being said, I dislike skills that don't hit structures at all.  I think the real solution was to heavily nerf Orbital BFG, not remove the structure damage entirely.

 

As for some of the changes, is there a major reason for Artanis's mana reduction picks at 13?  Late game, it's not like Artanis is struggling for mana.

Edited by gamerk2

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2 hours ago, gamerk2 said:

"...is there a major reason for Artanis's mana reduction picks at 13?  Late game, it's not like Artanis is struggling for mana.

I just played a bunch of games with him and tried an AA build and a blade dash build. Either way, you can go through your mana FAST even at lvl 20.

For the Blade dash build, once you hit lvl16, your shields recharge 100% faster while up, each basic ability you use reduces shield CD by 5 seconds, and each time your shield activates, you get 5 seconds off Blade dash. You end up blade dashing CONSTANTLY. 

Likewise with the AA build, get a swap with chrono surge at lvl 7, graviton vortex at 13 and Blades of a Templar at 16, you're attacking so 'effing fast, your Phase Prism is off CD veeery fast, so you're flyin' all over the damn place and burning through your mana like crazy. Obviously, it doesn't always work out perfectly in a game, but in Try Mode, I was dominating Thrall 1v1.

Honestly, without the reduction, he'd be unplayable with how much he can spam abilities.


 

Edited by MrPumpson

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2 hours ago, gamerk2 said:

I'll go a step farther: Supports are getting so weak compared to both the burst and sustain out there, while Tanks are getting enough self-sustain, where I can see cases where the optimal lineup is two tanks, a bruiser, and two assassins.

I understand the issue here: Tanks are getting so good at surviving to start with where it's forcing nerfs to supports in order to let teams actually kill them.

The real fix here is that Blizzards needs to start removing all forms of self-sustain except for maybe a handful of use cases (Blaze is a good example of a "good" use case; ETC by contrast is the exact opposite).

I feel there's a lot of long-term balance problems that are starting to pop up.

Actually, I think E.T.C. is fine as well considering he is much more 'fragile' than other main tanks and easy to burst down, though a cooldown increase on the ability would not hurt. Johanna's Laws of Hope however heal just as much at level 1 as Muradin's Stoneform heals at level 16 (!) and talking about Muradin, he has a rather ridiculous trait... Unlike E.T.C., neither need a support to function.

Garrosh and Dibbles both have too much sustain too - I find Garrosh' sustain far more aggrevating than E.T.C.s and Dibbles has some ridiculous level 1 talents if it comes to self-sustain.

That does not mean there are no other examples of self-sustain that I like: For example; how it's handled with Leoric.

 

Edited by Aasgier

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Ma boi Fenix keeps getting hammered... Tho, they don't seem like a huge hit and I actually like them cause perhaps there isn't one level 1 talent choice that overshadowes all the others now and there was compensation.

I saw them Jimmy nerfs coming. I think they should move Ace In The HoleAce In The Hole further down tier instead of directly "nerfing" it cause I don't think this is gonna change anything (drafting in abundance of slows + Jimmy). They could do some small buffs to the underused talents too (never pick Behemoth Armor, couldn't care less). 

Tracer's gonna be the new Tyrael apparently; keep getting butchered by nerfs (both by numbers and by removing good talents) until she'll be screaming "REWORK ME YOU EEDJITS!" (it's not like she has many talent options anyways).

I was saying Artanis needed some thorough makeover cause he was lacking pretty much everywhere, this... could be a start. Still gonna ask in those AMAs.

Cho nerf? w0t??

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I agree they need to buff the healing of Uther, BW type supports instead of nerfing the viable ones.  They have good utility but their healing output is simply too low to deal with burst heroes.  Instead, they buff KT because he is on the lower end of mages.  So we just improve burst damage and nerf viable supports.

This feels like the NFL, where all they care about is offense.

 

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      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Worlds Collide Bundle Interdimensional Fusion Bundle Terran Alliance Bundle Draenei Executor Artanis Skin Pack King of Blades Arthas Skin Pack Mineral Harvester Gazlowe Skin Pack Necrotoplogist Mei Skin Pack Invincilisk Bundle Returning Bundles (Limited Time Only!) Baby-Face Orphea Bundle Big Shot Sgt. Hammer Bundle Getaway Sidecar Bundle Raccoon Bundle Showstopper Whitemane Bundle Wiseguy Junkrat Bundle New Skins King of Blades Arthas Venomous King of Blades Arthas Lavawrought King of Blades Arthas Draenei Executor Artanis Royal Draenei Executor Artanis Darksteel Draenei Executor Artanis Emperor of the Dominion Anduin Glorious Emperor of the Dominion Anduin Studious Emperor of the Dominion Anduin Necrotopologist Mei Frostbitten Necrotopologist Mei Devilish Necrotopologist Mei Mineral Harvester Gazlowe Firebat Mineral Harvester Gazlowe Rich Mineral Harvester Gazlowe Galvanic Fel Reaver Blaze Angelic Medic Uther Angelic Raider Rexxar Acid Apothecary Morales Earthy Grunty Murky Scorch Spectre Illidan Shining D.Va New Mounts Invincilisk Slimeheart Invincilisk Sulphurous Invincilisk Iron Kite Stormgarde Iron Kite Kul Tiras Iron Kite New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      Seasonal Quest Line win requirements have been reduced in Season 4.
      Steps and Rewards in Season 4 of 2020 5 Wins: Craft Wars Chest 10 Wins: Rare Craft Wars Chest 20 Wins: Epic Craft Wars Chest 35 Wins: Tamed Ravasaur Mount 35 Wins: Eligibility for End of Season 4 Rewards and Grand Master Leaderboards Storm League Reward Mounts The final reward of the 2020 Season 4 Questline will be the Tamed Ravasaur Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes Rework: D.Va
      Base
      Mech Mode Health increased from 2150 to 2250. Health Regeneration increased from 4.48 to 4.69. Base damage reduced from 26 to 23. Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage. Pilot Mode - Big Shot Ability now available baseline. Cooldown increased from 4 to 6 seconds. Call Mech cooldown reduction reduced from 8 to 5 seconds. Damage reduced from 200 to 150. Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds. Mechanized Walker [Z] New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%. Boosters [Q] Cooldown increased from 9 to 10 seconds. Duration decreased from 2 to 1.75 seconds. Speed bonus decreased from 125% to 115%. Area reduced from 1.5 to 1.375. Defense Matrix [W] Damage reduction reduced from 75% to 50%. Added Functionality: Can now be retargeted while active. Self-Destruct/Call Mech [E] Charge earned per 100% maximum life damage taken reduced from 33% to 25%. Maximum damage reduced from 1,200 to 1,100. Talents
      Level 1 Rush-Down [Q] Moved to level 4. New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies. Hit the Nitrous [Q] Moved to level 7. New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds. Crash Course [Q] Removed. Pro Moves [Trait] New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second. (New) Liquid Cooling [Active] When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown. Level 4 Diverting Power [W] Moved to level 16. New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35. Fusion Generator [W] Moved to level 7. Maximum Self-Destruct charge gained per cast increased from 15 to 20. Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%. Bring It On [E] Removed. Level 7 Coming Through [Q] Removed. (New) Get On The Point! [Q] Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster. Aggression Matrix [W] Moved to level 4. New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing. Dazer Zone [W] Removed. Nuclear Option [E] Moved to level 4. New Functionality: [Passive] Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge. Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster. Level 10 Bunny Hop [R1] Cooldown reduced from 100 to 80 seconds. Damage reduced from 60 to 52. Radius reduced from 5 to 4.5. New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds. (New) Micro Missiles [R2] After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area. Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range. Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses. Level 13 Ablative Armor [Passive] Moved to level 20. New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds. Emergency Shielding [Trait] Moved to level 16. Cooldown increased from 15 to 30 seconds. Shield increased from 210 to 280. Duration reduced from 6 to 4 seconds. Expensive Plating [Passive] Moved to level 1. Renamed to “Full Metal”. No longer increases the cooldown for Call Mech. Bonus Mech Health reduced from 20% to 10%. Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt. (New) Target Locked [W] Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds. (New) Good To Go [Pilot Active] Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode. Torpedo Dash [Pilot Mode Q] Travel distance decreased from 6.75 to 4.5. Travel speed reduced from 17.5 to 14. Now has a .75 second coolup when exiting Mech Mode. Cooldown reduced from 12 to 10 seconds. Concussive Pulse [Active] Cooldown increased from 7 to 10 seconds. Damage reduced from 141 to 120. Knockback distance reduced by 40%. Level 16 GG, WP [Trait] Removed. Nanoweave Suit [Trait] Removed. Suppressing Fire [Trait] Removed. (New) In For The Kill [Q] Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times. Level 20 Stop And Pop [R1] New functionality: While D.Va is stationary, Bunny Hop’s duration is paused. Pew! Pew! Pew! [R2] Moved to Level 13. Damage per shot increased from 50% to 75%. MEKA Fall [Trait] Removed. (New) Timing Attack [R2] Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds. (New) Headshot! [R2] Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds. Return to Top
      Heroes Rework: Gazlowe
      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      D.Va and Gazlowe have been reworked in the latest Heroes of the Storm content update.
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