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Heroes of the Storm Balance Update: December 19th

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A new balance update is here just a week after the latest content patch with Sylvanas and Stitches reworks went live. Check out the patch notes for more information!

Update: The following changes were omitted from the official patch notes (thanks to @Damien)

Deckard

  • Field StudyField Study - Each enemy Hero hit by Scroll of Sealing grants 15% 20% Spell Power for 14 seconds, up to 30% 40%.

Orphea

  • Growing NightmareGrowing Nightmare - Each Hero hit by the wave of Dread increases the damage of its eruption by 25% 20%.

Blizzard LogoBlizzard (Source)

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

Heroes

Assassin

Gall

Divider_Hero_Gall_crop.png

Abilities

  • Runic BlastRunic Blast (E)
    • Damage from 233 to 210

Talents

  • Level 1
    • TaskmasterTaskmaster (Z)
      • No longer reduces the cooldown of Shove by 10 seconds
  • Level 4
    • Bomb's AwayBomb's Away (E)
      • Bonus damage now caps at 200
  • Level 7
    • Double TroubleDouble Trouble (Q)
      • Quest unlock cooldown reduction decreased from 1 to .5 seconds

Orphea

divider_hero_orphea.png

Stats

  • Maximum Health reduced from 1662 to 1525
  • Health Regen reduced from 3.46 to 3.18

Abilities

  • Crushing JawsCrushing Jaws (R)
    • Damage reduced from 275 to 250
    • Stun duration reduced from .75 to .5 seconds

Talents

  • Level 1
    • Ancestral StrengthAncestral Strength (Trait)
      • Damage bonus reduced from 25 to 20%
  • Level 4
    • FrightFright (E)
      • The slow effects no longer stack
    • BackbiterBackbiter (W)
      • Added functionality:
        • Passively increase your maximum Health by 10%

Samuro

Divider_Hero_Samuro_crop.png

Abilities

  • Illusion MasterIllusion Master (R)
    • Cooldown increased from 8 to 10 seconds
    • No longer grants Samuro bonus Basic Attack damage

Talents

  • Level 1
    • Way of IllusionWay of Illusion (Q)
      • Bonus Attack Damage per quest stack reduced from .5 to .25

Developer Comment: Samuro has become a bit of a nuisance for many players to deal with, particularly when playing against people who are competent in using IIllusion MasterIllusion Master. We’re reducing the power of Way of IllusionWay of Illusion and Illusion MasterIllusion Master, which should generally reduce the overall damage that Samuro can deal throughout the game. 

Specialist

Sylvanas

Divider_Heroes_Sylvanas_Cropped.png

Stats

  • Maximum Health increased from 1550 to 1650
  • Health Regeneration increased from 3.23 to 3.44

Abilities

  • Shadow DaggerShadow Dagger (W)
    • Damage increased from 29 to 32

Developer Comment: We are still gathering and evaluating data on Sylvanas, but her win rate is looking a little low, so we are giving her some small preliminary buffs while people figure out how to play with her updated kit and talents. 

Zagara

Divider_Hero_Zagara_Crop.png

Stats

  • Basic Attack Damage reduced from 80 to 76

Abilities

  • Hunter KillerHunter Killer (W)
    • Cooldown increased from 14 to 16 seconds
    • Damage reduced from 65 to 71
    • Health increased from 420 to 450
    • Mana cost increased from 60 to 75
  • Nydus NetworkNydus Network (R)
    • Cooldown reduction per Basic Attack reduced from .5 to .4 seconds

Talents

  • Level 13
    • Hydralisk TransfusionHydralisk Transfusion (W)
      • Life Leech reduced from 75 to 60% of damage dealt

Support

Auriel

Divider_Hero_Auriel_Crop.png

Talents

  • Level 1
    • Increasing ClarityIncreasing Clarity (Q)
      • Damage bonus upon quest completion increased from 150 to 180

Deckard 

divider_hero_deckard.png

Talents

  • Level 1
    • Field StudyField Study (E)
      • Spell Power bonus increased from 15 to 20% per stack
  • Level 4
    • RubyRuby (Active)
      • Healing increased from 205 to 220
  • Level 13
    • Potion of RevivalPotion of Revival (Q)
      • Healing increased from 35 to 45%
    • Super Healing PotionSuper Healing Potion (Q)
      • Healing increased from 80 to 100%
  • Level 16
    • Safety in NumbersSafety in Numbers (Trait)
      • Armor bonus increased from 10 to 15

Developer Comment: After the last round of changes, Deckard’s win rate has fallen more than we would like.  Rather than put more power back into his base kit, we are buffing some of his talents on various tiers to make his talent choices more impactful and to increase his power growth throughout the game.

Lt. Morales

Divider_Hero_LtMorales_cropped.png

Talents

  • Level 7
    • Physical TherapyPhysical Therapy (W)
      • No longer grants cooldown reduction when removing Slows with Safeguard
        • Additional functionality:
          • Reduce the cooldown of Safeguard by 2 seconds

Uther

Divider_Hero_Uther_Crop.png

Talents

  • Level 7
    • Armor of FaithArmor of Faith (Q)
      • Now has a 20-second cooldown
      • Additional functionality:
        • Now also restores 90 Mana when Uther is Stunned, Rooted, or Silenced

Developer Comment: There was a large disparity of the value that Uther could receive when taking Armor of FaithArmor of Faith against various heroes who have small stuns that proc often against enemies (such as Johanna.) While we still like the idea of this talent turning crowd control against Uther into a boon for him, we want to be able to control its frequency so that his output isn’t drastically different when facing off against certain heroes. To compensate for the loss of uptime in these situations, we are giving him a fairly significant Mana return, which should offset the cooldown reduction that he receives on Holy LightHoly Light when this talent activates.

Warrior

Cho

Divider_Hero_Cho_crop.png

Stats

  • Maximum Health reduced from 2950 to 2750
  • Health regeneration reduced from 6.15 to 5.73

D.Va

Divider_Hero_DVa.png

Stats

  • Mech Basic Attack damage increased from 24 to 26

Mal'Ganis

Divider_Hero_Malganis_Crop.png

Talents

  • Level 4
    • Fueled by TormentFueled by Torment (W)
      • Healing reduced from 12 to 11

Stitches

Divider_Hero_Stitches_Crop.png

Stats

  • Base Maximum Health increased from 3000 to 3060
  • Health Regen increased from 6.25 to 6.38

Talents

  • Level 4
    • Chop ChopChop Chop (W)
      • Attack Speed slow duration increased from 4 to 5 seconds
  • Level 13
    • Digestive JuicesDigestive Juices (E)
      • Damage reduction bonus increased from 40 to 50%
      • Duration increased from 4 to 5 seconds

Bug Fixes

General

  • Fixed a number of tooltip issues across the game.

Heroes

  • Sylvanas: Fixed an issue preventing Banshee’s Curse from working against Battleground event monsters.
  • Sad 2

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3 minutes ago, Fash said:

Why did they need to nerf Cho’Gall exactly? 

He was rising up in winrate because Tychus, Greymane and most % dmg dealers aren't in a good moment right now and it felt a little hopeless when your team just didn't had enough damage to stop a competent Cho.

Also, the Gall talents that are nerfed are the only ones the people picks because they are far superior than the others. I guess they are trying to convince people to use other talents before buffing them. They do this type of thing a lot.

  • Sad 1

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IMO Cho'Gall should get a rework. Mostly, just make the talent choices less linear. Also, even though it was probably broken, I want unstoppable surging fist back.

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4 hours ago, Stan said:

Gall

Talents

Level 4

  • Bomb's AwayBomb's Away (E)
    • Bonus damage now caps at 200

 

 😪 I cry for this loss. You get SO many dmg stacks once Cho got the lvl 13 CDR talent. When I've played Gall with my friends by lvl 15-18 in team fights we would have like 50 stacks on it. We ended one game a couple weeks ago with 96 stacks on Infernal Shrines (or maybe it was Volskaya Foundry). It was ridiculously strong fun 😄

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Kinda sad to see they finally noticed how fun Uther with Armor of FaithArmor of Faith was against  Jojo or Stukov, when you could voluntary get pulled or silenced for a bit just to get that massive CD reduction. Specially funny if you also had Holy ShockHoly Shock to poke them with.

Edited by lChronosl

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I'll Cho your gall! I'm amazed at the hp NERF. You would think being a 2 player controlled character would have the most hp undoubtedly at any point in the game but nope 😞

Edited by Serrated
  • Sad 4

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Holy *filtered*, there's already a build that let Sylvanas one-shot squishies with Shadow Dagger's quest and armor reduction + Festering Wound, and now they're buffing Shadow Dagger's base damage? 

And when will they stop nerfing Zagara? Seriously, she isn't that OP to begin with.

Somebody should be feeling happy about this particular Deckard buff right now.

Edited by ShadowerDerek

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The only hero that "is for potatoes and noobs", called Cho'Gall, now gets awful nerfs without a plausible reason :(
I can't believe one of the least picked heroes of all time, and even unpickable in Hero League (due to obvious reasons), receives 5 nerfs at the same time T_T considering that each tweak affects both heroes and not only 1 of them :c

I don't support this nerf at all u.u!

Edited by Amit
typo
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Uncommon Patron

The Cho'gall and Samuro's Way of illusion nerfs were misplaced. Sam's quest was weak because it gave him a lousy bit of dmg. And regarding the base Runic explosion nerf on Gall, I am surprised to see they are nerfing the base kit without buffing talents.

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8 hours ago, XeaKon said:

The Cho'gall and Samuro's Way of illusion nerfs were misplaced. Sam's quest was weak because it gave him a lousy bit of dmg. And regarding the base Runic explosion nerf on Gall, I am surprised to see they are nerfing the base kit without buffing talents.

That's what you think about Samuro, but in reality it gave him a lot of burst with Phantom PainPhantom Pain, which allowed him to destroy opposition in seconds.

Just check Grubby's (little bit outdated) video "Samuro Overexplained".

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8 hours ago, Valhalen said:

Cho'gall already is a rarely picked hero even outside of ranked and they nerf them even more? That is plain stupid.

61% winrate in Diamond/Master Team League and being firstban material (people used to playing Cho'Gall at this rank were not afraid to pick him in the first phase, even if this meant risking to face 3 counters) is probably why.

Outside of the Zagara nerf (which I think is a little misplaced - I think she needs a mini-rework centered around making Serated Spines baseline) I overall like this patch. Orphea and Samuro needed these nerfs, at least for higher levels of play.

In the end, the only change outside of Zagara that gave me question marks is the Mal'ganis one, because he is still absolutely busted. He needs so much more to be balanced.

Edited by Aasgier

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