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Heroes of the Storm Balance Update: September 19th

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35003-balance-update-patch-notes-dec-20.

 A new balance patch will go live this week and here are the official patch notes a few days ahead of release. 

Tomorrow, Mephisto will be live for two weeks and that means we're getting a balance update. This week's patch includes buffs to Chromie's Health and Dragon's BreathDragon's Breath, adjustments to Falstad's Mana costs, cooldowns, and more. 

Blizzard LogoBlizzard (Source)

We’ve just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.

Battlegrounds

Hanamura Temple

  • Sentinel and Engineer camps have had their XP and XP scaling values adjusted to grant more overall experience
  • Recon camps have had their kill and capture XP adjusted to grant slight less overall experience
  • NOTE: These changes are intended to slightly increase the amount of overall experience available from mercenary camps, but in a more consistent spread.

Heroes

Assassin

Chromie

Divider_Hero_Chromie_Crop.png

Stats

  • Base Maximum Health increased from 1323 to 1390
  • Health Regen increased from 2.76 to 2.9

Abilities

  • Dragon's BreathDragon's Breath (W)
    • Cooldown reduced from 9 to 8 seconds
  • Bronze Talons (TimewalkerTimewalker Passive) (Trait)
    • Bonus attack damage increased from 125 to 140%

Talents

  • Level 1
    • Mounting SandMounting Sand (Q)
      • Bonus Echo damage increased from 40 to 50%
    • Deep BreathingDeep Breathing (W)
      • Damage per quest stack increased from 3 to 5
      • Hits required to complete quest reduced from 20 to 12
  • Level 5
    • Mobius LoopMobius Loop (W)
      • Cooldown reduction for Hero hit increased from 2 to 3 seconds
      • Mana refund from Hero hit increased from 50 to 100

Falstad

Divider_Hero_Falstad_Crop.png

Abilities

  • HammerangHammerang (Q)
    • Mana cost reduced from 70 to 60
  • Lightning RodLightning Rod (W)
    • Cooldown reduced from 15 to 13 seconds
    • Mana cost reduced from 70 to 60
  • Barrel RollBarrel Roll (E)
    • Cooldown reduced from 14 to 13 seconds
    • Mana cost reduced from 75 to 70
  • FlightFlight (Z)
    • Cooldown increased from 55 to 60 seconds

Fenix

divider_hero_Fenix.png

Abilities

  • Purification SalvoPurification Salvo (R)
    • Cooldown increased from 75 to 90 seconds

Genji

Divider_Hero_Genji.png

Abilities

  • Swift StrikeSwift Strike (E)
    • Damage reduced from 205 to 190

Mephisto

Divider_Hero_Mephisto_crop.png

Abilities

  • Lightning NovaLightning Nova (W)
    • Damage reduced from 48 to 45
    • Damage bonus reduced from 4% to 3%
    • Maximum damage bonus reduced from 40 to 30%
  • Consume SoulsConsume Souls (R)
    • Slow amount reduced from 40 to 25%
  • Durance of HateDurance of Hate (R)
    • Missile Speed increased by 25%
    • Ability range increased by 25%
    • Root duration increased from 2 to 2.5 seconds
    • Damage increased from 160 to 250 over its duration

Talents

  • Level 1
    • Unyielding PowerUnyielding Power (Q)
      • Damage bonus upon hitting 20 Heroes increased from 60 to 100
    • AngerAnger (Passive)
      • Basic Ability cooldown reduction from Basic Attacking Heroes increased from .75 to 1 second
  • Level 4
    • Static BarrierStatic Barrier (W)
      • Shield amount reduced from 50% to 40% of Lightning Nova’s damage dealt to Heroes
  • Level 16
    • Lightning ReactionLightning Reaction (Q)
      • Damage reduced from 144 to 138
    • Static FieldStatic Field (W)
      • Damage reduced from 12% to 10% of enemies maximum Health
  • Level 20
    • Shade LordShade Lord (E)
      • Cooldown reduced from 60 to 40 seconds
Developer Comment: Mephisto is certainly making an impact on the Nexus. He's been on the higher end of Hero winrates and, judging from how players with a lot of games are performing with him, we expect that he will continue to rise as players gain experience. Our goal with these changes is to bring his overall damage down, balance out a few of the Talent tiers performance, and increase the consistency of Durance of HateDurance of Hate.

Nova

Divider_Hero_Nova_Crop.png

Talents

  • Level 1
    • Advanced CloakingAdvanced Cloaking (Trait)
      • Movement speed bonus increased from 5 to 10%
  • Level 7
    • Perfect ShotPerfect Shot (Q)
      • Cooldown reduction on Hero hit increased from 3 to 4 seconds
  • Level 16
    • Explosive RoundExplosive Round (Q)
      • Area of effect damage increased from 70 to 80%

Raynor

Divider_Hero_Raynor_Crop.png

Stats

  • Basic Attack Damage reduced from 103 to 101

Specialist

Sgt. Hammer

Divider_Hero_SgtHammer_Crop.png

Abilities

  • Neosteel PlatingNeosteel Plating (E)
    • Cooldown increased from 12 to 16 seconds

Talents

  • Level 4
    • Siege TacticsSiege Tactics (E)
      • Shifting out of Siege Mode now removes the Unstoppable effect.

Support

Deckard

divider_hero_deckard.png

Talents

  • Level 4
    • Potion of ShieldingPotion of Shielding (Q)
      • Shield amount reduced from 135 to 122
  • Level 13
    • Ancient BlessingsAncient Blessings (Trait)
      • Cooldown increased from 30 to 60 seconds

Tyrande

Divider_Hero_Tyrande_Crop.png

Stats

  • Light of EluneLight of Elune (Q)
    • Mana cost increased from 10 to 15
    • Heal amount reduced from 275 to 265
  • ShadowstalkShadowstalk (R)
    • Heal amount reduced from 40 to 38

Talents

  • Level 4
    • Lunar BlazeLunar Blaze (E)
      • Bonus range from reduced 50 to 40%
    • Trueshot AuraTrueshot Aura (Active)
      • Bonus Basic Attack damage reduced from 20 to 15%
      • Activated Basic Attack damage reduced from 20 to 15%
  • Level 7
    • Elune's ChosenElune's Chosenn (Active)
      • Duration reduced from 10 to 8 seconds
  • Level 13
    • Quickening BlessingQuickening Blessing (Q)
      • Movement Speed granted from Light of Elune reduced from 20 to 15%
  • Level 16
    • Darnassian ArcheryDarnassian Archery (Active)
      • Duration reduced from 8 to 6 seconds

Whitemane

Divider_Hero_Whitemane_crop.png

Abilities

  • Desperate PleaDesperate Plea (Q)
    • Heal amount reduced from 145 to 140
  • Searing LashSearing Lash (E)
    • Cooldown increased from 5 to 6 seconds

Talents

  • Level 1
    • Righteous FlameRighteous Flame (E)
      • Bonus damage increased from 50 to 75%
  • Level 4
    • IndulgenceIndulgence (E)
      • Mana return on hit increased from 10/25 to 20/40

Warrior

Anub'arak

Divider_Hero_Anubarak_crop.png

Abilities

  • Harden CarapaceHarden Carapace (W)
    • Cooldown reduced from 7 to 6 seconds

Arthas

Divider_Hero_Arthas_crop.png

Stats

  • Base Maximum Health increased from 2650 to 2782
  • Health Regeneration increased from 5.52 to 5.80

Abilities

  • Frostmourne HungersFrostmourne Hungerss (Trait)
    • Cooldown reduced from 12 to 10 seconds

Blaze

Divider_Hero_Blaze.png

Stats

  • Base Maximum Health increased from 2775 to 2900
  • Health Regeneration increased from 5.78 to 6.04

Abilities

  • Flame StreamFlame Stream (Q)
    • Mana cost increased from 25 to 30
  • Oil SpillOil Spill (W)
    • Mana cost increased from 40 to 50
  • Jet PropulsionJet Propulsion (E)
    • Cooldown reduced from 12 to 10 seconds
  • Bunker DropBunker Drop (R)
    • Flamethrower damage reduced from 179 to 170
    • Cooldown increased from 60 to 80 seconds
    • Mana cost increased from 40 to 80
  • CombustionCombustion (R)
    • Damage increased from 52 to 55
    • Self-Slow amount decreased from 50 to 40%

Talents

  • Level 1
    • Endurance StimpackEndurance Stimpack (Active)
      • Shield amount increased from 450 to 480
    • Neural StimpackNeural Stimpack (Active)
      • Mana restoration reduced from 50 to 30
    • New HabitsNew Habits (Trait)
      • Regeneration Globe collection cooldown reduction increased from 5 to 8 seconds
  • Level 13
    • Nanomachine CoatingNanomachine Coating (W)
      • Attack Speed slow increased from 40 to 50%
  • Level 16
    • Thermal ProtectionThermal Protection (E)
      • Cooldown reduction decreased from 2 to 1.5 seconds
    Developer Comment: Blaze is performing very well in professional play but is currently our lowest winning Warrior in the game. To balance his effectiveness in the pro scene, we’re increasing the cooldown and lowering the effectiveness of Bunker DropBunker Drop. His laning phase is also not as interactive as we’d like it to be, so we’re increasing the Mana costs of his abilities to reduce his perpetual wave clear and sustain in the early phases of the game. In exchange for these nerfs, we’re giving him some base survivability buffs, reducing the cooldown of Jet PropulsionJet Propulsion, and improving some of his talents.

    E.T.C

    Divider_Hero_ETC_Crop.png

    Stats

    • Base Maximum Health increased from 2180 to 2250
    • Health Regeneration increased from 4.54 to 4.69
     

    Tyrael

    Divider_Hero_Tyrael_Crop.png

    Stats

    • Health increased from 2468 to 2517
    • Health Regeneration increased from 5.14 to 5.24

    Abilities

    • RighteousnessRighteousness (W)
      • Cooldown decreased from 10 to 9 seconds
      • Mana cost reduced from 50 to 45

    Yrel

    divider_hero_Yrel.png

    Abilities

    • VindicationVindication (Q)
      • Mana cost increased from 50 to 65
    • Righteous HammerRighteous Hammer (W)
      • Mana cost increased from 50 to 65
    • Avenging WrathAvenging Wrath (E)
      • Mana cost increased from 50 to 65

    Bug Fixes

    General

    • Tyrande: Fixed an issue preventing the cooldown for the RangerRanger talent from appearing in the tooltip.

    Heroes, Abilities, and Talents

    • Li Ming: Fixed an issue that could cause DisintegrateDisintegrate to cast immediately and become uncontrollable if Li Ming’s abilities were reset with specific quick cast settings.
    • Tyrande: Fixed an issue preventing damage dealt to targets with Hunter's MarkHunter's Mark from splashing to Laning Mercenaries after learning the Huntress' FuryHuntress' Fury talent.
    • Tyrande: Fixed an issue allowing ShadowstalkShadowstalk to affect players in vehicles. (Garden Terror, Dragon Knight, etc)
    • Like 1

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    58 minutes ago, Dejo93 said:

    Whitemane nerf and tank buffs ?

    I don't know if I'd really call it all that much of a nerf for Whitemane.  The nerfs are pretty minor.  5 hp?  Meh, Zeal is where the real healing is anyway.  Meanwhile the 1 second longer cooldown is a bit sad but it's best to combo with her W anyway so for her combo it won't matter.  Meanwhile she got a pretty good buff to Righteous Flame.  Since I like her E build the most anyway, I'd consider that a pretty good trade off (for me anyway).

    Edited by KSDT

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    Kinda disappointed with the Tyrande nerfs. And did they really have to double the CD on Ancient BlessingsAncient Blessings at once? It's not even my favorite on that tier, but still.

    Otherwise, looks like solid changes.

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    3 hours ago, Stan said:

    Ancient BlessingsAncient Blessings (Trait)

    • Cooldown increased from 30 to 60 seconds

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Edited by Valhalen
    • Like 3

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    Increase chromie hp 67 for what? not even can hold 1 hit from most of hero nor ability dmg.

    The most important is give back the range and dmg not HP. Chromie is not tanker give 67 Hp for what purpose.

     

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    The 'Press R -> FIVE MAN TEAM WIPE' isn't nerfed!? What? Is this real life?

    The Chromie changes don't mean anything. She's still an annoying and uninterractive hero as long as Time Trap build exists.

    I like the Falstad changes. He ain't gonna OOM every 30s now.

    Ancient Blessing will still be a 'must pick', not only because of its utility, but also the fact that the other talents are so awkward to get value from.

    The tank changes are good, but won't change the current tank meta that much because these tanks still don't have the 1v9 potential of the current 'meta' tanks. (read: Diablo, Muradin, Johanna, Garrosh)

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    7 hours ago, Valhalen said:

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Agreed. But as ShadowerDerek pointed out, is that both other level 13 talents on Deckard are hard to get value from. Super Potions can be fun though if you have the time to set up an area well in advance, say, on Volskaya Foundry.

    • Like 1

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    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

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    14 minutes ago, Orshova said:

    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

    Yeah, I don't get that "laning phase" argument either. Blaze is usually picked as a solo laner.

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    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

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    11 hours ago, Dax said:

    [About Consume Souls] If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    That's actually a very cool ideia. I support this.

    The other option would be to nerf to the ground it's damage, but then it simply wouldn't be fun anymore.

    Edited by lChronosl

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    4 hours ago, Dax said:

    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

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    On 9/18/2018 at 2:13 PM, KSDT said:

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high. The innate slow on the ability was not THE problem, it was A problem. Other abilities which target every other hero on the map, such as Apocalypse, can actually be evaded. Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up. 

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already). Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm getting the impression that you either play him, have not played against him, OR both.

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    4 hours ago, PumpkinRow said:

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    4 hours ago, PumpkinRow said:

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high.

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    4 hours ago, PumpkinRow said:

    Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    4 hours ago, PumpkinRow said:

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already).

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    4 hours ago, PumpkinRow said:

    Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    4 hours ago, PumpkinRow said:

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    4 hours ago, PumpkinRow said:

    I'm getting the impression that you either play him, have not played against him, OR both.

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Edited by KSDT

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    On 9/20/2018 at 12:41 AM, KSDT said:

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Chromie's Sand Blast and the Magic Missiles are SKILLSHOTS, slow and thin skillshots, from MAGES, making the damage from them acceptable, because they're avoidable. Mephisto's ultimate starts hitting for 1/3rd of your HP about the time you get it. Not only that, but it's like a global version of Malthael's good ultimate. Even when monitoring your HP, it's forcing you to pull out at roughly 1/3rd HP, otherwise, before level 20, Malthael can just cheese you, or after level 20, he can just cheese your whole team. Other than bunker, there's no ability that can negate the damage from that ultimate on every hero at once. Even if you survive, he slow will probably get you killed anyway.

    Blaze's Bunker was the strongest counter to Mephisto's ultimate, which is probably why they nerfed it. As for how hard it hits, he's basically sand-blasting every hero on the enemy team with no aiming required, by your own logic, and applying a slow with it. That's inherently absurd. Besides that, with the amount of CC and burst in the game right now "Don't get low" really isn't an option.

    He may not have to, since he can just grab Hysteria and cheese the enemy team with his ult twice instead.

    My point was that they aren't as strong, since they have to physically be there in most cases, unlike Mephisto, who can just cheese you from anywhere, without sight range or aiming. You can juke global heroes, and they have limitations like aiming and sight, while Mephisto has none of those problems.

    Healing is weaker than doing damage, Tyrande's global healing ult is far more balanced. By better, I meant in a teamfight, where globals are weaker, due to lower HP or weaker kits for teamfights, like Dehaka or Falstad.

    My problem is with Mephisto as a whole, the ultimate is just a big part of why I have a problem with Mephisto as a whole. A hero that makes themselves immune to CC by teleporting back anyway does not fix the current state of the game, I'd much rather Cleanse be brought back on more healers. The fact that what we got instead was a hero with far too much damage and busted ult who can teleport out of CC only make issues with the game even worse.

    It's a completely new ability, there's not a single other ult in the game which hits every enemy hero without targetting, aiming, or sight.

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      • By Elitesparkle
        Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
        (Source)
        Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
        Quick Navigation:
        General Map Updates Balance Update Bug Fixes General
        Players can now party with unplaced players in Storm League. Haunted Mines has been added to Ranked. Return to Top
        Map Updates
        Hanamura Additional brush has been added in several locations. Warhead Junction Warhead's channel penalty on interrupt reduced from 10 to 5 seconds. Return to Top
        Balance Update
        Heroes
        Abathur
        Base
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        Base
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Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
        Click here to discuss this post with other players in the official Heroes of the Storm forums.

      • By Elitesparkle
        Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
        (Source)
        We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
        Quick Navigation:
        Map Updates Balance Update Bug Fixes Map Updates
        Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
        Heroes
         
        Arthas
         
        Base
        Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
        Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
        Chen
         
        Base
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        Deathwing
         
        Base
        Molten Flame Damage per tick increased from 19 to 20. Talents
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        Gazlowe
         
        Base
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        Murky
         
        Talents
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        Map
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      • By Elitesparkle
        Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
        (Source)
        Our next Heroes of the Storm patch is live! Read on for more information.
        NOTE: Orange text indicates a change between PTR and Live notes.
        Quick Navigation:
        General Map Updates Balance Update Bug Fixes General
        New Mount: Scrapper Mad Axe Mono Wheel
        Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
        Map Updates
        Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
        Balance Update
        Heroes
        Arthas
        Arthas has been fully reworked! All abilities and talents will be listed below. Base
        Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
        Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
        Base
        Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
        Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
        Base
        Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
        Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
        Talents
        Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
        Base
        Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
        Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
        Base
        Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
        Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
        Base
        Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
        Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
        Talents
        Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
        Base
        It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
        Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
        Talents
        Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
        Talents
        Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
        Base
        Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
        Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
        Bug Fixes
        General
        Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
        General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
        D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
        Click here to discuss this post with other players in the official Heroes of the Storm forums.

      • By Elitesparkle
        Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
        Map Updates
        Blackheart's Bay
        Objective
        Bombardment Damage increased from 2875 to 3000. Balance Updates
        Arthas
        Base
        Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
        Base
        Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
        Base
        Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
        Talents
        Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
        Talents
        Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
        Talents
        Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
        Talents
        Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
        Base
        Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
        Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
        Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
      • By Elitesparkle
        Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
        (Source)
        Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
        Quick Navigation:
        General Map Updates Balance Update Bug Fixes General
        Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
        Map Updates
        Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
        Balance Update
        Heroes
        Arthas
        Arthas has been fully reworked! All abilities and talents will be listed below.
        Base
        Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
        Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
        Base
        Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
        Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
        Base
        Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
        Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
        Talents
        Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
        Base
        Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
        Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
        Base
        Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
        Base
        Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
        Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
        Talents
        Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
        Base
        It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
        Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
        Talents
        Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
        Base
        Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
        Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
        Bug Fixes
        General
        Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
        General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
        D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
        Click here to discuss this post with other players in the official Heroes of the Storm forums.

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