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Heroes of the Storm PTR Patch Notes: Jul 30

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The Whitemane patch is now available for playtesting on PTR for one week. We've got a Chromie rework to reduce the frustration when playing against her as well as Stukov changes aimed at boosting his talent diversity.

The latest Heroes of the Storm content patch will go live next week and includes:

Blizzard LogoBlizzard (Source)

Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until August 6. 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.

GENERAL

  • Reduced the amount of bandwidth required to transfer gameplay information between the client and server.
  • Reduced the size of replay files.

NEW HERO: WHITEMANE

As the High Inquisitor of the Scarlet Crusade, Sally Whitemane zealously leads her champions in a never-ending war against the undead. Under her guiding Light, all who have been touched by the plague of death will be purged by her cleansing flame… no matter how much they protest.

Trait
  • Zeal
    • Whitemane’s Healing abilities apply Zeal for 8 seconds.
    • Allies with Zeal are healed for 100% of the damage Whitemane deals to Heroes.

Basic Abilities

  • Desperate Plea (Q)
    • Mana: 30
    • No cooldown
    • Heal an allied Hero for 145 and gain Desperation for 4 seconds.
    • Desperation increases Desperate Plea’s Mana cost by 60 and stacks up to 3 times.
  • Inquisition (W)
    • Channel on an enemy Hero for up to 3 seconds, dealing 53 damage every 0.5 seconds and slowing them by 30%
  • Searing Lash (E)
    • After 0.5 seconds, smite enemies in a straight line for 82 damage.
    • If the first strike hits an enemy Hero, a second strike will occur after a short delay.

Heroic Abilities

  • Scarlet Aegis (R)
    • Cooldown: 60 seconds
    • Bolster the spirits of nearby allied Heroes, healing them for 250 and granting them 40 Armor for 4 seconds.
  • Divine Reckoning (R)
    • Cooldown: 100 seconds
    • After a 1 second delay, consecrate an area for 4 seconds, dealing 50 damage every 0.5 seconds to enemies in the area.

ART

  • Hero, Skin, and Mount platforms in the Collections menus have received a visual update.

DESIGN

Summon Abilities

  • Summoned creatures (Zagara Roaches, Azmodan Demons, etc.) now deal ability damage which can be enhanced by the Hero’s Ability Power.
  • Summoned creatures now obey Blind and Evade rules.

HEROES

ASSASSIN

CHROMIE

Divider_Hero_Chromie_Crop.png
Stats
  • Basic Attack Range has been increased from 5.5 to 7

Abilities

  • Sand Blast (Q)
    • No longer gains bonus damage when hitting enemy Heroes
    • Range has been decreased from 17 to 15
    • Scaling damage increased from 2 to 4%
    • Echo scaling damage increased from 2 to 4%
    • Cast time decreased from 1 to .8 seconds
    • Mana cost decreased from 20 to 15
  • Past and Future Me (Sand Blast Quest)
    • Echo unlock requirements reduced from 60 to 50 Sand Blast hits
  • Dragon’s Breath (W)
    • Mana cost reduced from 70 to 50
    • Range decreased from 17 to 15
    • Dragon’s Breath’s ground splat is now visible to enemies .5 seconds after cast
    • Damage reduced from 480 to 360
    • Cooldown reduced from 12 to 9 seconds
  • Trait Addition: Bronze Talons
    • Hitting an enemy Hero with a Basic Ability increases the damage of Chromie’s next Basic Attack by 100%

Talents

  • Level 1
    • Mounting Sand (Q)
      • Additional Functionality:
        • Now also increases the damage of Sand Blast’s Echo by 40%
    • Timewalker’s Pursuit (Active)
      • Adjusted Functionality:
        • No longer grants Mana Regeneration per Regen Globe gathered. Now grants 1 extra Mana Regeneration on quest complete.
  • Level 2
    • Bronze Talons (Passive)
      • Removed
    • New Talent: Draconic Barrage (Trait)
      • Increase the bonus Basic Attack damage from casting Abilities by an additional 100%. Hitting an enemy Hero with Sand Blast grants 2 empowered Basic Attacks.
  • Level 5
    • Mobius Loop (W)
      • New functionality:
        • If an enemy Hero is hit by Dragon’s Breath, lower the cooldown by 2 seconds and refund the Mana cost
    • Chrono Sickness (E)
      • Slow amount reduced from 50 to 35%
  • Level 11
    • Time Out (Active)
      • Duration reduced from 7 to 5 seconds
  • Level 14
    • Fast Forward (Q)
      • Range requirement reduced from 75 to 70%
    • Quantum Overdrive (Active)
      • Ability Power bonus increased from 20 to 25%
Developer Comment: We’re making a few changes to Chromie to reduce the frustration when playing against her and to reduce her wide power variance between games. A number of these changes are designed to increase counter-play when playing against Chromie, like reducing her range on her abilities and letting enemies see Dragon’s Breath shortly after it has been cast. In exchange, Chromie’s Sand Blast has a shorter cast time, and she will now have a modified version of Bronze Talons baseline, where she can weave in auto-attacks for hitting enemy Heroes with her abilities. The reason we decided to give her the additional Bronze Talons trait is so that Chromie players are encouraged to interact more with their opponents. We’re rewarding them for getting into more dangerous positions with the possibility of increased damage output. This also lets us redistribute her damage away from her high burst, long range abilities, and more into something her opponents have a better opportunity to play around. We like Chromie’s unique place in our game as a long-range, artillery mage that requires enemies to pay attention to their positioning but over time we found that she simply had too much range and burst for players to feel like they had an engaging experience when playing against her. While we’ve had a blast with these changes, we’ll continue to keep an eye on her going forward and are prepared to make additional tweaks as needed.

SUPPORT

STUKOV

Divider_Hero_Stukov.png

Talents

  • Level 1
    • Low Blow (E)
      • Moved from Level 13
      • Bonus damage reduced from 150 to 100%
    • Poppin’ Pustules (D)
      • No longer has a Quest component
      • New functionality:
        • Detonating a Weighted Pustule within 1.5 seconds of it expiring increases its damage by 100% and applies its damage and slow in an area
      • Explosion radius reduced from 4.5 to 3.75
  • Level 4
    • Biotic Armor (Q)
      • Physical Armor reduced from 50 to 15
      • Now works on all targets that have Healing Pathogen
      • Additional Functionality:
        • Now also grants 50 Physical Armor for 2.5 seconds to targets who have Healing Pathogen when Bio-Kill Switch is detonated
    • Vigorous Reuptake (D)
      • No longer has a Quest component
      • New functionality:
        • Bio-Kill Switch’s healing is increased by 25% if 3 or more targets have Healing Pathogen on them when Bio-Kill Switch is detonated
  • Level 7
    • Within My Reach (E)
      • Removed
    • The Long Pitch (W)
      • Bonus range reduced from 100 to 50%
      • Additional functionality:
        • Detonating 2 or more Weighted Pustules with a single cast of Bio-Kill Switch causes the cooldowns of non-Heroic abilities to recharge 100% faster for 3 seconds.
    • Growing Infestation (E)
      • Moved from Level 1
      • No longer increases the cooldown of Lurking Arm
      • New functionality:
        • Now reduces Lurking Arm’s channel duration to 4 seconds
  • Level 13
    • It Hungers (E)
      • Moved from Level 7
      • New functionality:
        • Increase the range of Lurking Arm by 20%. If Lurking Arm hits enemy Heroes 15 times, reset its cooldown and refund its Mana cost
  • Level 20
    • Push Comes to Shove (R)
      • Speed bonus removed
      • Additional functionality:
        • After colliding with terrain, enemy Heroes are slowed by 50% for 4 seconds
    • Top Off (Q)
      • Moved from Level 4
      • Bonus healing reduced from 50% to 30%
      • Adjusted Functionality:
        • Increased healing is now applied to all targets that have Healing Pathogen
Developer Comment: In the same vein as our earlier changes to Kael’thas, we felt that Stukov could use some love in the talent diversity department. We’ve made a number of functionality changes that should open up new builds and play styles, particularly in his earlier talent tiers.

COLLECTION

New Bundles

  • The following new bundles are available for a limited time! Be sure to check out the latest In-Development blog for more details.
    • Bow Before Viper Bundle
    • Whitemane Heroic Bundle
    • Sidewinder Ana Skin Pack
    • Imperator Stukov Skin Pack
    • Deathfang Genji Skin Pack

New Announcers

  • Whitemane

New Skins

  • Whitemane
    • Scarlet Whitemane
    • Twilight Whitemane
    • Celestial Empress Whitemane
    • Galactic Empress Whitemane
    • Warpspace Empress Whitemane
  • Ana
    • Sidewinder Ana
    • Noxious Sidewinder Ana
    • Arctic Sidewinder Ana
  • Stukov
    • Imperator Stukov
    • Noxious Imperator Stukov
    • Arctic Imperator Stukov
  • Genji
    • Deathfang Genji
    • Noxious Deathfang Genji
    • Arctic Deathfang Genji
  • Muradin
    • Butterscotch Kandy King Muradin
    • Frosted Kandy King Muradin
  • Lunara
    • Emerald Lunara
  • Murky
    • Clownfish Murky
  • Chen
    • Pristine Chen
  • Chromie
    • Obsidian Chromie

New Mounts

  • Viper Dominator
    • Hazardous Viper Dominator
    • Noxious Viper Dominator

New Portraits, Sprays, and Emojis

  • Several new emoji packs and portraits have also been added to the game. You can get a look in our most recent In-Development blog.

BUG FIXES

General

  • Fixed a number of typo and tooltip errors across several aspects of the game.
  • Fixed an issue causing some abilities to repeatedly automatically cast if right-click was held.
  • Quick Cast: Fixed an issue causing some vector targeted abilities to behave as if quick cast was always enabled.

Sound

  • Increased the volume of Alarak’s announcer pack.

Art

  • Diablo: Fixed an issue with the geometry of Diablo’s tail.

Battlegrounds

  • Alterac Pass: Fixed an issue that could cause the Cavalry’s aura effect to fail to display on low settings.

Heroes, Abilities, and Talents

  • Hanzo: The Target Practice quest tracker will now differentiate between targets that have been hit 3 times and those who haven’t been hit at all.
  • Leoric: Fixed an issue causing the visual effect seen on Heroes affected by Ominous Wraith to fail to appear.
  • Lt. Morales: Healing Beam will no longer heal units affected by Time Stop.
  • Medivh: Medivh the Black’s raven has been updated to match the theme of the skin.
  • Medivh: Medivh can now be selected while in Raven Form when attempting to view his target info panel.
  • Medivh: Portal Mastery portals can now be affected by cooldown reduction.

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I have to say, I kinda like Stukov's changes, especially on lvl4, in spite of losing 30% range on Silence. And maybe Chromie would be banned less in lower brackets, though I wouldn't get my hopes up...
PS: Would it really kill them to give Plea, Penance and Atonement their normal names, though.

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Ouch, those Chromie changes gonna hurt a bit, though she is still viable. Perhaps more people will be able to play her, if she isn't as hated as now. Good thing Stukov finally received some tuning, since his talent path was pretty much locked into his "lurking arm build".

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As a Stukov main I just gotta say: RIP. Well, not so much, but it was more of a nerf than a buff.

Edited by Valhalen
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YES!!!!!! FINALLY!!!!!!! CHROMIE REWORK!!!!!!!!

As for Stukov, you gotta rely less on Lurking Arm now. Target Excision build with Virulent Reaction might be the new go-to build now. And what the hell are Blizzard thinking when they decided to move a trash Lv 4 talent to Lv 20 without any significant buffs/changes? 

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Cool, I liked both reworks. Even if she is still as tanky as wet paper, at least Chromie now has a way of damaging people too close too comfort or that keep dodging your Q and E. And Stkov's might seem like a nerf at first, but I believe it is so only to his main build (around Lurking ArmLurking Arm), and that his flexibility will more than make up to it. Specially interested in his new W synergies for a Weighted PustuleWeighted Pustule build.

@Edit: Ana and Genji's three tints got reddish skills. And why did only Ana get emotes to match her new skin? Specially since hers is epic, while Genji's and Stukov's are Legendary (source)

Edited by lChronosl

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It really seems like they just kinda don't want you to play lurking arm build on Stukov? I mean, weighted pustule builds are also good, but.. they kinda nerfed that too, by nerfing long pitch? Stukov kinda already had more playstyle and talent diversity than any other hero, and it really seems like they reduced that, which is the opposite of what they claim they were trying to do? I like the Biotic Armor change, but everything else seems kinda butts. Guess I'll have to try him out to see.

Edited by PrivateJoker
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18 minutes ago, PrivateJoker said:

It really seems like they just kinda don't want you to play lurking arm build on Stukov? I mean, weighted pustule builds are also good, but.. they kinda nerfed that too, by nerfing long pitch? Stukov kinda already had more playstyle and talent diversity than any other hero, and it really seems like they reduced that, which is the opposite of what they claim they were trying to do? I like the Biotic Armor change, but everything else seems kinda butts. Guess I'll have to try him out to see.

Exactly. Sure, Growing InfestationGrowing Infestation and Vigorous ReuptakeVigorous Reuptake were his two key talents you had to get, but the rest was pretty flexible as the situation demanded. I liked how they made Biotic ArmorBiotic Armor and Top OffTop Off affect all allies with Healing PathogenHealing Pathogen, but they pretty much destroyed his other talents. This was a very unnecessary rework that nerfed him to oblivion.

This is something that really tilts me. Instead of adressing the Heroes that really need some buffs, Blizzard just nerf the ones that are already good, while they leave overpowered Heroes untouched (Raynor, Yrel).

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14 minutes ago, Valhalen said:

Exactly. Sure, Growing InfestationGrowing Infestation and Vigorous ReuptakeVigorous Reuptake were his two key talents you had to get, but the rest was pretty flexible as the situation demanded. I liked how they made Biotic ArmorBiotic Armor and Top OffTop Off affect all allies with Healing PathogenHealing Pathogen, but they pretty much destroyed his other talents. This was a very unnecessary rework that nerfed him to oblivion.

This is something that really tilts me. Instead of adressing the Heroes that really need some buffs, Blizzard just nerf the ones that are already good, while they leave overpowered Heroes untouched (Raynor, Yrel).

See, even those 2 talents weren't givens for me. I pretty much always just took One Good Spread, and more often than not Pox Populi. But everything else was super felxible, especially level 1. Need more frontline damage? Poppin Pustules. Need more slows? Fetid Touch. Need more silences? Growing Infestation. Now it's all jumbled up, half the stuff that works with each other is moved to a new tier and nerfed. I mean, he'll probably still work, but I had at least 3 solid builds I would run on a regular basis. But he didn't have enough talent diversity? Bullshit. Like, I don't mean to whine and cry because "waah, i hate change!", but I really have to ask the question "Why?!" here.

Edited by PrivateJoker

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I like some of the new synergys available with this rework, and the changes to affect all allies infected by the patogen. The change of quest talent to conditions Vigorous Reuptake also doesn't seem like a problem. I haven't tried him yet, but it seems like it wasn't either buff or nerf. We have to wait and see.

But I agree completely that there are plenty of other heroes in dire need of a rework, that should get priority.

Edited by lChronosl

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I find it funny how they did a bit of Chromie talent change on lvl4 of Bronze Talons.

First let me preface this; When they do a rework I assume one of their goals is also to make/balance it so that the heroes chooses of talent for each tier is a viable (& meta) choice. I think we all assume this too, right?

So with that being said they, we know that Bronze Talons was picked WAY more then the other choices and you wanna change that. So they change it a bit and make it part of the base kit of the hero. Good change. Now that removes Bronze Talons from tier 2. And what do we get in place of it now that will balance out the choices at that tier so all 3 choices are viable picks...? ...Well we get a replacement that will again CLEARLY still be the goto talent picked FAR more then the other two choices in the exact same way as the former was. And, AND now the replacement is TWICE as powerful as the former talent!

Soooo... yeah... good job balancing that tier 2 talent choices on Chromie's rework there Blizzard... *rolls eyes*... Can't wait to see how they nerf/buff that one to try and fix that. I mean seriously. I toke one look at that and was dumbfounded by it.

Edited by CyberDVonaven

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What had they done to chromie?

no matter chromie or azmoddan, all hit area show out for opponent. Then still can hit people?

Now chromie almost same as azmoddan which have go front to hit then face those high mobile hero like genji, tracer illidian.

When you can attack them, they sure can go in attack you then flee away from your hit.

so what they want to chromie? as a long range artillery hero, it become medium range hero and have to hit those high mobile hero which can run from you aim.

time trap slow even nerf.  Less slow, less range, impact area show out, they want to chromie play like valla become basic attack dps ?

How chromie gonna hit those medic/ana and can heal from far away? with charge in then basic attack them in teamfight?

Last time chromie still can focus to hit those ana and medic in teamfight so that they can't keep healing their teammate without taking risk. Now with these, you better depend on genji trace illidian go in chase those ana and medic.

 

Last time they say they want to reward good chromie player so give them more dmg for each time they hit opponent. Now they want good chromie player become same level as rubbish chromie player? No reward of dmg when hitting opponent?

So what they eat from last year is nice and good and this year what they eat suddenly become rubbish.

They change moood even faster than those girls.

Edited by gerbercage
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8 hours ago, lChronosl said:

I haven't tried him yet, but it seems like it wasn't either buff or nerf. We have to wait and see.

I tried him. He is pretty darn weak now. And this comes from a level 104 Stukov main. Sad day for the Admiral. And now they try to compensate that with a skin? Give me a break.

I think Blizzard was trying to remove him and Malfurion from the top. But they could have instead buffed the other Supports that were in need.

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4 hours ago, Valhalen said:

I tried him. He is pretty darn weak now. And this comes from a level 104 Stukov main. Sad day for the Admiral. And now they try to compensate that with a skin? Give me a break.

Ok, I trust your experience here. But I still think his skill tree looks more interesting and "healthier", and the devs might only need to change some numbers around instead of reworking it again.

 

4 hours ago, Valhalen said:

I think Blizzard was trying to remove him and Malfurion from the top. But they could have instead buffed the other Supports that were in need.

I agree and agree. Even if I liked Stukov's rework and always hated Ice Block, the focus should be increasing the number of "viable" supports. I say they should at least roll back some of the changes from the Supportocalypse from last year, maybe the damage and waveclear nerfs?

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17 minutes ago, lChronosl said:

I agree and agree. Even if I liked Stukov's rework and always hated Ice Block, the focus should be increasing the number of "viable" supports. I say they should at least roll back some of the changes from the Supportocalypse from last year, maybe the damage and waveclear nerfs?

That would be great. Blizzard said they wanna make Supports more versatile in utility department instead of just focusing on raw healing.

Edited by Valhalen

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Just now, Valhalen said:

That would be great. Blizzard said they wanna make Supports more versatile in utility department instead of just focusing on raw healing.

That'd mean nerfhammer is about to hit Deckard. I mean, slow, powerful slow, root, healing reduction, displacement and an AoE 5-sec sleep? That's WAY too much stuffed into a single character, might as well redistribute some of it.

Edited by Teufel

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1 hour ago, Teufel said:

That'd mean nerfhammer is about to hit Deckard. I mean, slow, powerful slow, root, healing reduction, displacement and an AoE 5-sec sleep? That's WAY too much stuffed into a single character, might as well redistribute some of it.

He can't have all of that at the same time. His kit is on par with similar high tier Supports, and he was recently nerfed as well. His versatility is extremely good, but so is Malfurion's, and Stukov is getting something along the same path, but may need a numbers pass. His level 20 tier with the potions is the sleeper imo, it basically enables a lot of pressure enabled on a keep wall while the enemy is forced to react elsewhere on the map. His ult isn't quite as effective as that either, although it is still powerful and he is still a very strong Support in current meta, he isn't that far ahead of the field. 

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So I tried out Chromie last night. One key thing I didn't notice before about the new Bronze Talons Trait and the replacement Talent at Tier 2 was that they both only proc when you hit a Hero. Which makes a BIG difference from how I thought it was just auto after casting abilities. So it's not near as op as I thought or as it was before. And in seeing that in action I can also say that it makes the other two talents more viable then I previously had thought as well. It doesn't say the Dragon's Breath hit radius was reduced, but it feels like it was. So the wider radius at tier 2 on Dragon's Breath is more viable since you can see it coming now too. And you can definitely feel the difference is in Chromie's ranges now. And I mean that as a good thing for everyone else playing against her. So better changes then I thought :).

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7 hours ago, CyberDVonaven said:

So I tried out Chromie last night. One key thing I didn't notice before about the new Bronze Talons Trait and the replacement Talent at Tier 2 was that they both only proc when you hit a Hero. Which makes a BIG difference from how I thought it was just auto after casting abilities. So it's not near as op as I thought or as it was before. And in seeing that in action I can also say that it makes the other two talents more viable then I previously had thought as well. It doesn't say the Dragon's Breath hit radius was reduced, but it feels like it was. So the wider radius at tier 2 on Dragon's Breath is more viable since you can see it coming now too. And you can definitely feel the difference is in Chromie's ranges now. And I mean that as a good thing for everyone else playing against her. So better changes then I thought :).

No point when azmo and chromie hit can see by people.

chromie Q is too near, everyone can see where you aim and ppl can dodge it. Chromie W with indication same as azmo, do you think you able to hit those mobile hero like genji hanzo tracer?

Chromie suppose is a hero that keep giving pressure to opponent. For vs basic chromie player, it only force you to keep moving when fight so that you cannot get hit by her, you only get hit if you keep stand there do basic attack and use skill without moving. For vs Pro chromie player then it is abit challenging because a pro chromie player can aim and predict whether particular position gonna have someone coming in or not at that time. You not only get hit when stand for a period of time you also get hit even you moving. That is high reward for a good chromie player that can aim and predict opponent position correctly on particular time. (Not much chromie player can do this. Most only can hit people that stand without moving. Once you move, only a few chromie player can hit correctly on target. That is skill.

Chromie main function in match is heavy aim those support or mage that stay behind, not those tanker in front. A good chromie always aim for opponent backline so a good range for her is a must. With short range, she not able to hit those support and mage at all. The Q with short range can easily block and tank by tanker then W with indication can see and get away easily from those support and mage. So wasting Q and W with mana and you get nothing but once ppl charge in and get you, you die. You can't hit those with basic attack even range 7.  Dunno why still got people feel that chromie too powerful. In rank match, I seldom see people ban chromie, they ban genji, raynor, fenix, tracer, then some tanker, support and specilist depend on what map.

So far blizzard record for doing rework is make those hero lose their special things at all. Nerf those pusher ability, nerf those long range ability, nerf those high dmg ability, then flat all heroes same as each other so that ppl can feel that it is more "balance"

 

Chromie is a hero that need skill to become powerful. It is not like raynor which everyone also can use and still powerful like hell.

So skill hero should get high reward when play well rather than flat all which skill is no longer needed to play this game. Every hero that they rework currently move to this no skill path.

Azmo lose heavy push ability. Chromie lose nuke ability. Both lose good skill of aiming and timing ability while still facing high rate of charge mobile hero that get near them. 1 patch nerf chromie range & dmg and show indication while give nothing buff back to her at all. Expect chromie with basic attack that range 7 can go hit diablo, ktz, stitch, artanis,

 

Sylvanas push ability nerf.  They nerf so much on almost all specialist hero and now we get less and less specialist hero played in match, Then they nerf suport, say 2 support is meta. Then nerf invisible hero. Now also no much invisible hero in match. So every match we can mostly match to those few hero only. No much heroes can play and fun to play with this kind of trend. They still don't know why they losing players. Once a while, they got chance to win those Dota2 and LOL with their special and unique heroes and play style but now they lose their identity. They don't know whether should focus on high skill or casual so now high skill player feel boring while casual player also feel boring.

 

 

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Uncommon Patron

Seems like a Chromie nerf( I dearly hope is a nerf). But I don't know what to say about the increased aa range. Well, we will live and see.

Regarding Stukov I can say they nerfed him because he was banned almost always(same as Chromie). But I am neutral regarding him as I havent played against him in a long time.

I believe karazim should be buffed as his healing is a bit low and he has to risk his life to heal.

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On 7/30/2018 at 9:19 PM, Valhalen said:

while they leave overpowered Heroes untouched (Raynor, Yrel).

Raynor just got a rework, though he's not OP. Neither is Yrel.

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On 7/31/2018 at 11:32 PM, gerbercage said:

hromie Q is too near, everyone can see where you aim and ppl can dodge it

That's the entire point of the range nerf to Chromie. She should not be so far away that people are not able to see her or her abilities be going off. Just because you want super OP abilities cast from 50 miles away doesn't mean it makes for good game play.

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On 7/31/2018 at 11:32 PM, gerbercage said:

Sylvanas push ability nerf. 

What the hell are you even talking about? You sound like you're talking out of your ass quite frankly.

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12 hours ago, Myke said:

Raynor just got a rework, though he's not OP. Neither is Yrel.

Raynor not OP? "Just because you want super OP abilities that can chase people and free hit and auto heal doesn't mean it makes for good game play"

 

12 hours ago, Myke said:

That's the entire point of the range nerf to Chromie. She should not be so far away that people are not able to see her or her abilities be going off. Just because you want super OP abilities cast from 50 miles away doesn't mean it makes for good game play.

That is not the entire point of it. If everyone can see where she aim, she will waste all mana and deal 0 dmg in game. You can reduce her range if you make it 0 cast time. This is aim shot not target shot, you already got delay which chromie have to predict where to land dmg you still say overpower? You though everyone can play chromie so well? Chromie need skill to play that why there are always got good chromie player and bad chromie player. If she OP, then there will be no good and bad chromie player at all, all will be same level.

When facing good Chromie player, using skill and tactic you can kill the chromie or force her to leave the fight. Only those brainless player that don't know how to fight chromie will complain about her range. If you fell chromie OP, you can keep using it for 10 matches see you can win at least 6 match or not.

This hero already release for long time and until now people still don't know how to handle when vs her so far I never facing any problem or annoy when vs opponent chromie because I know her capabilities and how to deal with it. People keep stay at there and get hit sure say chromie overpower then say charge in got time trap. Even you can't see the time trap, but most of the time you can know where is it. It is so easy to clear time trap than abathur mine.

They will keep complain chromie until blizzard nerf her to 7 range of spell, no time trap, no bye bye, all can easily dodged her aimshot then later people will say why no one pick chromie. She is "Artillery  Mage" and very special and unique playstyle hero. Why you all pick hanzo, jaina, ktz, azmodan, kael instead of chromie?

12 hours ago, Myke said:

What the hell are you even talking about? You sound like you're talking out of your ass quite frankly.

You rest too long already? You still don't know sylvanas push ability had been nerfed?

Every specialist lose their special play style. Then unique hero lose their unique better make all same play style like raynor and valla. That will be more balance for whole game. No one long range, no one melee, no one mobile, just you hit me and I hit you, who launch the first hit who win. That is the balance you want.

 

Edited by gerbercage
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