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Anduin Coming to Heroes of the Storm Next

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More than 3 months have passed without a new Hero and Blizzard finally began teasing Anduin that was leaked in February.

Anduin is a Priest in World of Warcraft and the current King of the Alliance. The first teaser depicts Holy Nova Holy Nova, while in the second one we can see Shalamayne. We expect Public Test Realms to become available this or next week.

Teaser #1

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Teaser #2

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Must be upcoming Chen rework teaser. He accidentally spilled some thunder brew on Shalamayne.

On a side note: now that we are going to have two characters with Shalamayne, nothing should stop them from adding another character with Gorehowl (Grom), except for budget perhaps. ?

Edited by Arcling

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Oh boy, it is finally here. I'm really hyped to finally see MANDUIN in all his glory.

38 minutes ago, Arcling said:

Must be upcoming Chen rework teaser. He accidentally spilled some thunder brew on Shalamayne.

On a side note: now that we are going to have two characters with Shalamayne, nothing should stop them from adding another character with Gorehowl (Grom), except for budget perhaps. ?

The problem is that I don't think that Grom's fighting style differs much from Garrosh. In the case of Varian and Anduin, the difference is clear since it's a Warrior and a Priest. I think that adding a Grom skin for Garrosh would be better, in my opinion.

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1 hour ago, Valhalen said:

The problem is that I don't think that Grom's fighting style differs much from Garrosh. In the case of Varian and Anduin, the difference is clear since it's a Warrior and a Priest. I think that adding a Grom skin for Garrosh would be better, in my opinion.

Garrosh is a tank, so Grom would have been a bruiser, more mobile and in some ways similar to Sonya. Would need a vastly different kit though, to not make them overlap too much.

Edited by Arcling

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I am still a bit bothered that Manduin also got Shalamayne, but otherwise am excited to see another support.

I bet his kit will be a mix, since we already have priests (Tyrande, Whitemane) and paladin (Uther, Johanna, Yrel) in the game.

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22 minutes ago, lChronosl said:

I am still a bit bothered that Manduin also got Shalamayne, but otherwise am excited to see another support.

I bet his kit will be a mix, since we already have priests (Tyrande, Whitemane) and paladin (Uther, Johanna, Yrel) in the game.

Tyrande is an interesting case because she also has some tidy bits of Hunter in her kit (Hunter's MarkHunter's MarkTrueshot AuraTrueshot Aura).

I can definitely see Anduin borrowing some Spells, or modified ones, from the Priest's Holy tree, but also having some uniqueness. In WoW, when fought at Stormwind by the Horde, he has Greater Heal, Penance, Power Word: Aegis and Psychic Scream. Out of these spells, I imagine him having at least Penance and Power Word: Aegis, in one form or another.

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Overall, the issue with Grom is that there is too much overlap with TWO characters now - His WC3 kit (Really the only definitive one) is pretty much the entirety of Samuro's kit, and his profile overlaps quite a bit with Garrosh.

Granted, Garrosh's own kit came as a complete surprise (As has many other characters), and we have several other heroes with profile overlap (Rehgar and Thrall), so... who knows?

Anduin and Varian have both significant kit divergences (Anduin = Priest(Pre-BFA)/Paladin(Post-BFA), Varian = Warrior) and profile divergences (Anduin being young, naive, wanting peace, Varian being old, pragmatic, and no-fuckery). Do note that in WoD, Garrosh was actually OLDER then Grom, so rather then the old king/young prince-king Varian and Anduin gots going on, Garrosh and Grom would be middle-age orc warchief, and... middle-age orc warchief.

Really, Blizz made a mistake when they released Garrosh before Grom. Garrosh had ALL kinds of way his kit could have gone. Grom... Well, eh, Blizz has to be creative.

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21 minutes ago, Frogspoison said:

Overall, the issue with Grom is that there is too much overlap with TWO characters now - His WC3 kit (Really the only definitive one) is pretty much the entirety of Samuro's kit, and his profile overlaps quite a bit with Garrosh.

It has been confirmed long time ago that Grom had never been a blademaster, just a normal orc warrior, so that's not an issue. He only had blademaster's kit in WC3, because they didn't make unique one for campaign. I agree that being creative to make a unique warrior kit for him is the most challenging part, since we've already had similar heroes (and not just Warcraft ones), counting bruisers as well. Plenty of orcs too, so another one might feel like too much, especially him being similar age to Garrosh like you have mentioned or perhaps even a little younger (when considering WC3 Grom).

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50 minutes ago, benOwar said:

Thanks. Will get my hands on as soon as I get home.

From what I can see his kit looks solid and interesting, possible another dive-enabler, maybe. Shame they didn't post the talents yet. Also, "Lightbomb" is an awesome ultimate name.

Edited by lChronosl

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16 hours ago, lChronosl said:

I am still a bit bothered that Manduin also got Shalamayne, but otherwise am excited to see another support.

Lorewise this does not add up indeed. I mean Shalamayne was in fact two blades merged into one, Shalla'tor and Ellemayne.

Before he was killed Varian split Shalamayne into those two blades to go ham on the Legion. While fighting on the broken shore, he drops his right hand blade when he is struck and keeps defending himself with his left hand blade only, parries a blow, switches the blade into his right hand and drops another felguard before he is impaled from behind, when he drops his other blade. All of this can be seen in the Alliance Broken Shore cinematic - one I love and hate at the same time, for being damn well done. Varians last words will always send a shiver down my spine...

But the point is I have no idea what happened to Shalamayne afterwards. We know Anduin claimed "a" Sword, but which one. Did he claim Shalamayne, which would mean it somehow remerged after Varians death or did he pick up only one of the blades, which would mean, the other one is still somewhere. Canon seems to dictate, Anduin got Shalamayne, as in the whole thing, because everywhere I looked, it states Anduin has/got Shalamayne. Doesn't make completely sense to me...

Now in the announcement for the Anduin, Blizzard opens: "With Fearbreaker by his side..." which is does once again not add up, since Fearbreaker was his Mace. I don't see him wielding Shalamayne - or whatever part of it - and Fearbreaker at the same time. Lorewise he does still have the Mace though, so he could use it.

As for the Hero itself - he seems interesting and fun to play. Lightbomb should allow for some interesting Leeeroy Jenkins moments when paired with charge- or leap-esque abilities

?

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18 hours ago, Frogspoison said:

Anduin and Varian have both significant kit divergences (Anduin = Priest(Pre-BFA)/Paladin(Post-BFA), Varian = Warrior)

Just because I want that cleared up, Anduin is still "just" a priest and only wore armour on the battlefield as to protect himself. He will not join the fray as Paladin or cast any Paladin spells (as we can see in his clearly full-priest spell kit) ☺️

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6 hours ago, Evincare said:

But the point is I have no idea what happened to Shalamayne afterwards. We know Anduin claimed "a" Sword, but which one. Did he claim Shalamayne, which would mean it somehow remerged after Varians death or did he pick up only one of the blades, which would mean, the other one is still somewhere. Canon seems to dictate, Anduin got Shalamayne, as in the whole thing, because everywhere I looked, it states Anduin has/got Shalamayne. Doesn't make completely sense to me...

It is implied that the two blades fused again once Varian died, because. While it is never stated, it is clear that is the case given how the sword looks different when fused and when unfused.

6 hours ago, Evincare said:

Now in the announcement for the Anduin, Blizzard opens: "With Fearbreaker by his side..." which is does once again not add up, since Fearbreaker was his Mace. I don't see him wielding Shalamayne - or whatever part of it - and Fearbreaker at the same time. Lorewise he does still have the Mace though, so he could use it.

That was an error from Blizzard's part. They fixed to announcement and replaced "Fearbreaker" with "Shalamayne".

3 hours ago, Istinon said:

Just because I want that cleared up, Anduin is still "just" a priest and only wore armour on the battlefield as to protect himself. He will not join the fray as Paladin or cast any Paladin spells (as we can see in his clearly full-priest spell kit)

Exactly. In HotS, despite carrying the Shalamayne, he only uses it in Divine Star. Even his basic attacks do not use the sword, they are actually ranged (he throws Holy Bolts).

Edited by Valhalen

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They’ve done almost every spec of every class in WoW.  They’ve done two priest blending types with Whitemane and now Anduin.

Fire, arcane and frost mages.  Warrior, hunter, rogue, druid, shaman, dual paladins, death knight, 2 monks but the warlock they have has no demon.  I’d love to have a controllable fel guard or voidwalker but if they ever did Guldan reworks I’d be happy with a smart alek imp like Raynors banshee level 10.

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16 minutes ago, Misuteri said:

They’ve done almost every spec of every class in WoW.  They’ve done two priest blending types with Whitemane and now Anduin.

Fire, arcane and frost mages.  Warrior, hunter, rogue, druid, shaman, dual paladins, death knight, 2 monks but the warlock they have has no demon.  I’d love to have a controllable fel guard or voidwalker but if they ever did Guldan reworks I’d be happy with a smart alek imp like Raynors banshee level 10.

We don't really have a Arcane Mage from WoW. Some argue that it is represented by Li-Ming, since the D3 Wizard has some tidy bits of WoW's Mage, but still...

We also don't have a Shadow Priest, as both Whitemane and Anduin use the Light (even though the former employs it in a twisted manner).

I completely agree that we lack a Demonology Warlock, kinda like in the vein of Rexxar and Misha. Maybe they could, at least, like you said, give Gul'dan a Fel Guard Heroic (and remove that horrible Rain of Destruction).

Edited by Valhalen

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I was going Medivh for the arcane mage. Though for strict comparison his spells and build are not truly representative of the arcane build.  Can’t deny he is a mage.

I wouldn’t cross games and make D3’s Li Ming arcane just like I can’t do Johanna for paladin or Sonya for warrior.

The easiest fix for warlock IMHO would be replace Rain of Fire with Imp Swarm and boom, demonology theme spell.  Truly I can’t think of another warlock worthy of a HOTS hero that isn’t some kind of hybrid or already in the game (Cho’gall, Kel’Thuzad, Mal’Ganis).  I would say Kanrethed Ebonlocke from the green fire quest line would be a ton of fun but he’s so niche to lore and only people who played WoW and did the event would have a clue who he is.

Lore wise there is not one shadow priest worthy of the game.

Edited by Misuteri

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10 minutes ago, Misuteri said:

I was going Medivh for the arcane mage. Though for strict comparison his spells and build are not truly representative of the arcane build.  Can’t deny he is a mage.

Oh yeah, I forgot about Medivh. You can say he does have some nods to WoW's Mage, specially in talents, but he doesn't really play like an Arcane Mage.

11 minutes ago, Misuteri said:

I wouldn’t cross games and make D3’s Li Ming arcane just like I can’t do Johanna for paladin or Sonya for warrior.

Interestingly, WoW's current design of Warriors borrowed a lot from Diablo's Barbarians.

1 hour ago, Misuteri said:

The easiest fix for warlock IMHO would be replace Rain of Fire with Imp Swarm and boom, demonology theme spell.

That would be pretty nice. Sadly there aren't many other iconic Warlocks in the lore other than Gul'dan and Cho'gall, so I guess that replacing the (very useless) Rain of DestructionRain of Destruction is the way to go.

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7 hours ago, Valhalen said:

That would be pretty nice. Sadly there aren't many other iconic Warlocks in the lore other than Gul'dan and Cho'gall, so I guess that replacing the (very useless) Rain of DestructionRain of Destruction is the way to go.

How about "Grand Warlock" and "Master Summoner" Wilfred Fizzlebang? Could even summon Lord Jaraxxus as one of his ults. Maybe even make Jaraxxus controllable during ult, because he kills Wilfred anyways once summoned. Wilfred would somehow have to be able to get back to the fight quickly though, else the ult would be pretty useless. ?

On a serious note though, there are indeed not many real warlocks in lore; Gul'dan overshadows them all by far. Although both Archimonde as well as Kil'Jaeden are labelled Warlocks, they are something completely different imo, at least when compared to the playable Warlock class.

Edited by Evincare

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      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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