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Oxygen

Orphea BlizzCon 2018 Hands-on Experience

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Oxy had a chance to play Orphea at BlizzCon and share his thoughts on the first Nexus-born Hero.

Hey everyone! I once again had the chance to attend BlizzCon this year, meaning I also got to play some Orphea. As is tradition for such announcements, here's a wall of text about the hero's abilities, some of her talents, her design, and her power level. Although I was also going to discuss her controversial nature, I'll be keeping that for another post.

Release Information

Orphelia is primarily the brain child of developer (and much appreciated acquaintance) Kyle Dates.

If the 1-month her release schedule stands true, Orphea should be available to everyone on November 13. She may also be available on the PTR starting November 6, if PTR there is. Further, she'll be given out for "free" to those who have acquired this year's virtual ticket.

Stats, Abilities, and Talents at a Glance

Click the spoiler below to reveal Orphea's statistics, abilities, and talents.

Spoiler

Level 1 Statistics

Health: 1821 (Comparable to Stukov)
Mana: 500 (Normalized average; everyone with mana has 500 mana)
Attack damage: 83.2
Attack speed: 1.2
Damage per second: 99.84 (Comparable to Arthas, D.va Mech, and Mal'ganis, and higher than most if not all casters)
Attack range: 5.5 (Average for ranged heroes)

Basic Abilities

Note: The information presented in the press kit didn't appear to be up to date with Orphea's state at BlizzCon. The most notable change was Shadow Waltz's cooldown going from 5 to 7 seconds, and its damage being reduced slightly.

Shadow Waltz (Q) - After 0.5 seconds, deal 138 damage to enemies in a line. Hitting a Hero with Shadow Waltz sets its cooldown to 2 seconds, refunds 25 Mana, and causes Orphea to dash a short distance upon moving.

Cost: 25
Cooldown: 7

Chomp (W) - After 0.625 seconds, deal 296 damage to nearby enemies in front of Orphea.

Cost: 60
Cooldown: 10

Dread (E) - Release a wave of dread that deals 88 damage to enemies hit. Dread erupts 0.75 seconds after reaching the end of its path, dealing 182 damage and Slowing enemies in the area by 25% for 2 seconds.

Cost: 50
Cooldown: 14

Trait

Overflowing Chaos (D) - Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consume all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt.

Heroic Abilities 

Eternal Feast (R1) - After 1.5 seconds, deal 218 damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero.

Cost: 75
Cooldown: 65

Crushing Jaws (R2) - After 1.25 seconds, pull enemies in an area towards the center, dealing 286 damage and Stunning them for 0.75 seconds.

Cost: 75
Cooldown: 50

Talents

Level 1 talents

En Pointe [Q] - Shadow Waltz deals an increased 50% damage to enemies hit by its end.

Growing Nightmare [E] - Each Hero hit by the wave of Dread increases the damage of its eruption by 25%.

Ancestral Strength [D] - Non-Heroic Abilities deal 25% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes.

Level 4 talents

Allegrissimo [Q] - Hitting Heroes with the end of Shadow Waltz sets its cooldown to 1 second.

Backbiter [W] - If Chomp hits a Hero, Orphea immediately dashes a short distance backwards.

Fright [E] - Dread's Slow also applies to enemies in Dread's path, and stacks up to 50%.

Level 7 talents

Insatiable [W] - Hitting a Hero with Chomp sets its cooldown to 2 seconds.

Ravenous Hunger [W] - Quest: Minions that die within 1.5 seconds of being hit by Chomp permanently increase its damage by 3 and heal Orphea for 60. Heroes that die increase its damage by 60 and heal Orphea for 25% of her maximum Health.

Mind Devourer [E] - Quest: Hitting Heroes with Dread increases its damage by 5, up to 200. Reward: After hitting 40 Heroes, hitting an enemy Hero with Dread's eruption sets its cooldown to 6 seconds and refunds 50 Mana.

Level 13 talents

Determination [Q] - After dashing with Shadow Waltz, Orphea gains 50 Spell Armor, stacking up to 2 times. While Orphea has Determination, her Physical damage is increased by 15%

Abyssal Symbiosis [W] Hitting a Hero with Chomp instantly grants Orphea maximum Chaos.

Invasive Miasma [D] - Activate to deal 150 damage to all nearby enemies after 2 seconds. For each Hero hit, heal for 182 and gain 1 Chaos.

Level 16 talents

Bond of Anguish [Q] - Shadow Waltz deals bonus damage to Heroes equal to 3% of their maximum Health, healing Orphea for 50% of damage dealt.

Dead Magic [D] - Basic Attacks that consume Chaos ignore Armor and deal 115 Spell Damage to all enemies around the target.

Lurking Terror [A] - After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area. Does not share a cooldown with Chomp.

Level 20 talents

Monster Within [R1] - Eternal Feast grants 1 Chaos each time it hits a Hero. While Eternal Feast is active, Orphea's Attack Speed is increased by 50%.

Engulfing Oblivion [R2] - Crushing Jaws reduces the Armor of Heroes hit by 25 for 2 seconds. Takedowns set its cooldown to 5 seconds.

Eldritch Conduit [D] - Each Chaos consumed increases Orphea's Spell Power by 5%, up to 50%. After reaching the maximum bonus, the Spell Power is increased by an additional 50%. Lasts 10 seconds.

Final Toccata [A] - Activate to instantly reset the cooldown of Shadow Waltz. For the next 6 seconds, dashing with Shadow Waltz resets its cooldown.

Ability and Talent Discussion

Shadow Waltz

Quote

Shadow Waltz (Q) - After 0.5 seconds, deal 138 damage to enemies in a line. Hitting a Hero with Shadow Waltz sets its cooldown to 2 seconds, refunds 25 Mana, and causes Orphea to dash a short distance upon moving.

Cost: 25
Cooldown: 7

Orphea's character overview goes something like "a ranged assassin who dances around her enemies while using spells to empower her attacks." Shadow Waltz's name, then, provides a clue on how important it is. Indeed, Shadow Waltz is packed with effects, and saying that the ability defines Orphea would not be an understatement. One may be tempted to draw a comparison with League of Legend's Kalista and her rather unique passive, Martial Pose, which lets her hop about after delivering basic attacks. I'd say the comparison is valid, although the two character's gameplay are anything but similar.

Naturally, the most notable aspect of Shadow Waltz lies in its potentially very low-cooldown dashing effect. To put things into perspective, abilities which provide similar levels of mobility (VaultVault being a classic example) are typically gated by a cooldown of 8 seconds or more. On successful hero hits, Shadow Waltz shaves off 70% (5 seconds) of its own cooldown.

Don't make the mistake of thinking this brings Orphea's combat mobility to anything near Illidan levels, however; while it does let you avoid quite a few slower skillshots, one has to consider that all of Orphea's abilities have a rather hefty cast time or delay of sorts to them. Shadow Waltz itself has a cast time of 0.5 seconds and is rather predictable. The dash mostly serves to make up for the time spent casting, as opposed to being a legitimate way of moving about really fast.

In any case, considering her potential damage output, anything more would be ludicrous. Blizzard agreed too, it seems: The press kit that was released recently presents a Shadow Waltz with a cooldown of 5 seconds and a bit more damage than the BlizzCon version of the hero. And, given the general dislike of high mobility heroes, I think we're playing it safer than sorry.

Quite predictably, hitting Shadow Waltz was very satisfying because it opened up a good bit of playmaking potential, between being able to be aggressive to juking projectiles. In parallel, missing it made me feel miserable, as I felt disempowered (and rightly vulnerable) until it was available again. Is this too stark of a contrast? My initial reaction is to say so, though playing with and against players closer to my level will let me judge this more reasonably.

The dashing part itself sometimes felt a bit awkward in the sense that it triggers on the following click (as in, clicking towards a location "forces" Orphea to dash towards that location). In practice, this means you have to be extra careful following Shadow Waltz hits not to waste the effect or, worse, dash where you don't want to be. An annoying side effect of this is that Orphea will dash towards her basic attack target if this target move out of her basic attack range. I understand why this is the way it is, but I'm not a fan of this behaviour.

Synergy-wise, Shadow Waltz's dash naturally allows you to follow up with Chomp. It also makes basic attacks safer to deliver for the purpose of triggering one's trait, Overflowing Chaos. I'll be covering those abilities below.

Notable Shadow Waltz Talents

Quote

En Pointe [Q] - Shadow Waltz deals an increased 50% damage to enemies hit by its end.

In my experience, the majority of my offensive Shadow Waltz hits  were "just the tip," making En Pointe a reliable choice at level 1. A 50% damage increase on one's main ability is quite substantial, and it did have the side effect of being useful for PvE purposes, unlike the alternatives.

Quote

Final Toccata [A] - Activate to instantly reset the cooldown of Shadow Waltz. For the next 6 seconds, dashing with Shadow Waltz resets its cooldown.

Insane and probably quite fun if you're good. Since I was not, it became a cooldown reset at best.

Chomp

Quote

Chomp (W) - After 0.625 seconds, deal 296 damage to nearby enemies in front of Orphea.

Cost: 60
Cooldown: 10

Chomp is Orphelia's hardest hitting ability, and a pretty interesting one despite its apparent simplicity. The closest comparison I can make is Leoric's Ghastly SwingGhastly Swing, which may seem quite strange considering Orpelia is a caster, which are generally associated with staying away from trouble. Orphelia's kit, however, does provide her with a surprising amount of survivability between dashing around and the healing provided by Overflowing Chaos. This makes Chomp less dangerous to use than one might think, though walking up to an opponent never really turned out to be a good idea.

The 0.625 seconds cast time made it relatively easy to avoid by simply walking away, meaning that Shadow Waltz'ing aggressively was necessary to secure hits without the help of crowd control. I was also interrupted quite often and seemingly unintentionally. I think I wouldn't mind if the ability went off even when hit by crowd control. From a thematic standpoint, it might make sense, as the spell emanates from that family-heirloom-coffin-artifact-object Orphea lugs around.

From a waveclear standpoint, Chomp's area of effect is wide enough to hit the entirety of a typical minion wave, but its short range made it dangerous to use, and of little use while defending a siege.

For all the reasons stated above, I ultimately feel like Chomp could benefit from a damage increase; 10 to 15% might just do the trick. Some kind of effect befitting the eating theme could also be nice, though overloading Orphea's base kit is risky. Plus, there are some talent choices that do this.

Notable Chomp Talents

Quote

Backbiter [W] - If Chomp hits a Hero, Orphea immediately dashes a short distance backwards.

Remember what I said about using Chomp aggressively? This makes it less dangerous to do so, on top of providing Orphea with a second self-peeling tool to use against melee assassins. The caveat is it made it much harder to be aggressive, as the backwards dash was sometimes undesirable.

In general, I really like talents that change how things should and can be used. The game has a few of these already, but I hope to see even more examples of this in the future.

Quote

Insatiable [W] - Hitting a Hero with Chomp sets its cooldown to 2 seconds.

Chomp, Chomp, Chomp. This talent makes Chomp's cooldown line up with Shadow Waltz perfectly for a very satisfying and natural ability loop.

Dread

Quote

Dread (E) - Release a wave of dread that deals 88 damage to enemies hit. Dread erupts 0.75 seconds after reaching the end of its path, dealing 182 damage and Slowing enemies in the area by 25% for 2 seconds.

Cost: 50
Cooldown: 14

Dread is an ability that exists in a moba.

I am stating this because I find it dreadfully generic. It fits Orphea the same way it might fit any caster, period. This makes sense somewhat when considering that Dread most likely exists to lower Orphea's skill floor. Indeed, if Shadow Waltz and Chomp are difficult to use due to their short range and cast time, Dread is something that can be flung in the general direction of one's opponent or minions with reliable but ultimately unremarkable results.

Better players may be able to target Dread in a way that both the initial "shockwave" and resulting "flamestrike" hit the same target for a good bit of damage. The tacked-on slow helps with following Shadow Waltz and Chomp casts, on top of being Orphea's only source of non-heroic crowd control.

I can certainly understand the need for characters to be able to do something when everything else is out of reach (or the player's skill level), but I also can't help but feel that Orphea's design is already beyond the grasp of the less experienced players. And so, I feel like Orphea could have gone all out on the Shadow Waltz synergy theme, though Dread does work very well with the Crushing Jaws heroic ability.

Notable Dread Talents

Quote

Fright [E] - Dread's Slow also applies to enemies in Dread's path, and stacks up to 50%.

Gaining access to a reliable slowing effect felt like a big improvement for the entire hero's playstyle, between easing spell hits to keeping enemies within basic attack range. It also allowed me to trigger Ancestral Strength (Non-Heroic Abilities deal 25% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes) on-demand.

Quote

Lurking Terror [A] - After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area. Does not share a cooldown with Chomp.

This talent turned Dread into a pseudo-Fury of the SunwellFury of the Sunwell-empowered Flamestrike. This is very likely to be the go-to level 16 talent.

Overflowing Chaos (Trait)

Quote

Overflowing Chaos (D) - Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consume all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt.

With such a classic passive basic attack empowerment, we are now knee-deep into League of Legends territory. Which is fine with me; I've always been a fan of promoting casters to attack as much as possible, as it's a simple yet effective way of rewarding player skill.

Overflowing Chaos felt like it was a significant part of Orphea's damage output due to its reliability. From numbers alone, a 3-stack hit deals about as much damage as a Shadow Waltz hit, and can't be whiffed on top of providing a very reasonable amount of self-sustain. In most games, my healing output was about one third that of a typical healer.

Orphea's very snappy basic attack animation made Overflowing Chaos easy to trigger on demand. Her sustained basic attack DPS is also very reasonable for a caster, lining up with that of a few tanks. It should be noted that hitting multiple heroes with a single cast of any basic ability DID grant several Overflowing Chaos stacks, making the tooltip a bit misleading; something along the lines of "Each enemy Hero hit with a Basic Ability grants 1 Chaos" would probably clear up any confusion.

Notable Overflowing Chaos Talents

Quote

Eldritch Conduit [D] - Each Chaos consumed increases Orphea's Spell Power by 5%, up to 50%. After reaching the maximum bonus, the Spell Power is increased by an additional 50%. Lasts 10 seconds.

A reward for playing well in long fight? Sign me up! Comparing this talent to Tal Rasha's ElementsTal Rasha's Elements really puts how strong it is in perspective.

Eternal Feast (Heroic Ability 1)

Quote

Eternal Feast (R1) - After 1.5 seconds, deal 218 damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero.

Cost: 75
Cooldown: 65

You know how most heroes have that one really powerful heroic ability everyone likes and something like DragonstrikeDragonstrike, seemingly invented to annoy teammates? Yeah... Eternal Feast is the latter. Of course, I'm exaggerating to make a point, but from my experience, Eternal Feast required a fantastic setup to see any value at all. That 1.5 seconds delay feels long, and even when it hits, it doesn't feel like it deals all that much damage. To add insult to injury, its cooldown is 15 seconds longer than Crushing Jaws. There are a number of simple ways Eternal Feast could be made more competitive, from reducing its initial delay to lowering its cooldown to simply increasing its damage significantly to give it a real sting; a 30-35% increase might do it.

Crushing Jaws (Heroic Ability 2)

Quote

Crushing Jaws (R2) - After 1.25 seconds, pull enemies in an area towards the center, dealing 286 damage and Stunning them for 0.75 seconds.

Cost: 75
Cooldown: 50

As strongly implied above, Crushing Jaws overshadows Eternal Feast in almost every way. I like to think of it as a smaller but faster Grav-O-Bomb 3000Grav-O-Bomb 3000 on a hero that can actually follow up with significant damage of her own. Crushing Jaws' main point of appeal is that it lets Orphea one-combo-kill squishier heroes without help, something that's otherwise impossible. Considering the ability's short 50-second cooldown, this is most definitely worth it the moment you hit level 10. I don't think I need to go into the team fighting implications of pulling and stunning two or more heroes at once.

Balance and Competitive Viability

Disclaimer: Last year, I predicted Hanzo would see little to no competitive play. His patch notes include a lot of undo-redo, but overall, I'd argue he was slightly buffed over his initial state. The result? He's the most picked assassin, and 7th most picked hero in HGC phase 2 (and first in phase 1!). Is the meta unpredictably favourable? Am I underestimating his buffs? Is the map rotation good? Am I just bad at this? Though that last one is likely, the long-winded point I'm trying to make is that there's a lot we just can't know. So, take everything with a grain of salt.

That being said: I think Orphea lacks the tools that define a competitive caster hero on top of being pretty hard to play. What are these defining tools, you ask? On-demand powerful burst damage, safe and strong waveclear, and crowd control. Exceptions certainly exist, but most high tier casters feature one of these elements very prominently (Li-Ming for burst) or a healthy mix of it all (Jaina).

Orphea certainly felt pretty balanced, even in her current untested-BlizzCon state. However, casters who are "merely" balanced don't tend to be all that popular. Her waveclear is okay but unsafe and her ability to do mercenary camps is poor, as is her general PvE damage output. Remember that neither Shadow Waltz nor Overflowing Chaos trigger against non-heroic targets. Against heroes, her damage output definitely felt well above-average, but the obvious lack of crowd control is most certainly what is going to ultimately hold her back. I do believe Crushing Jaws to be a really powerful heroic ability however, to the point where it might just make up for everything else, assuming it is left untouched.

I did also find her self-sustain powerful. I even initially thought she might be capable of solo laning, but that might make your other lanes a bit awkward, especially if the meta is frontline heavy. Plus, her limited waveclear would make any kind of rotation hard to pull off.

Conclusion

I like Orphea, but I'm not by any means infatuated. Every aspect of the character - from ability design to appearance to balance - has several good elements offset by one or two elements I find weaker. I don't think she'll see competitive play unless fairly big changes are made, but this really doesn't have to be a goal for every hero. Sometimes, you just want a solid release showcasing a couple interesting mechanics and neat looking spells, which is exactly what Orphea has to offer - but no more.

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2 hours ago, Oxygen said:

I don't think she'll see competitive play unless fairly big changes are made

I remember you saying the same thing (actually worse) about Hammer after her latest rework... :]

 

On 12/1/2017 at 12:29 AM, Oxygen said:

I suppose I should mention that this rework significantly weakens Sgt. Hammer. If she was barely playable before as a novelty item, this smothered her completely.

And that was even before... nerfs.

Edited by Godeyes

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She might see quite a lot play. If numbers are an issue, they can tweak them with hotfix. Sometimes they are really fast these days. Overall kit seems solid, based on some gameplays.

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Orphea is cool and all, but I feel not enough emphasis has been put on the fact that JANITOR SKELETOR IS GOING TO BE A THING!! SCREW DOTA, LOL AND SMITE! THIS IS THE BEST MOBA GAME IN THE GALAXY!!!

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I am sure she will see plenty of play, at least lower to mid tiers. What she lacks in CC can easily be compensated by an uncoordinated enemy team (or an oblivious player). Also, she looks cool and is fun to play in team fights and skirmishes, and that is enough for some.

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I agree with everything except where she lies competitive wise. She feels like she'll be one of the best level 20+ late game characters simply because of Eldritch Conduit and her great sustain. I personally think she'll be on par with Kel'thuzad or Mephisto. A threat but nothing too good.

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      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.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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