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Heroes of the Storm Balance Update: July 10th

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The latest Heroes of the Storm patch comes with a 10% increase to the base movement speed of Heroes, Sgt. Hammer has been removed from ARAM, and more.

Blizzard LogoBlizzard (Source)

General

  • Movement Speed Increase
    • Increase the base movement speed of Heroes from 4.4 to 4.84 (+10%)

Developer Comment: We were evaluating this change last year for the gameplay updates but wanted some more time to soak it. While this is a modest increase, we feel like it makes the game feel a bit snappier, especially while in combat. We will be carefully watching how this affects Heroes with lots of skillshots and will balance as needed.

  • Each Mecha Tyrael's repeatable Mission can now only be completed up to 50 times
  • Gem purchasing has a new checkout interface. This streamlined system gives players access to more payment options from directly within the client

Heroes

Tank

Anub'arak

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Base

  • Harden CarapaceHarden Carapace [W]
    • Cooldown increased from 6 to 7 seconds

Talents

  • Level 16
    • EpicenterEpicenter [E]
      • Cooldown reduction reduced from 1.25 seconds to 1 second

Developer Comment: Anub’arak is still slightly too powerful and popular compared to other Warriors, so we’re making some more adjustments to his overall power level to bring him in line.  In the past, we reduced Harden CarapaceHarden Carapace’s cooldown soon after changing the Ability to provide significant Spell Armor, which greatly increased Anuba’rak’s overall survivability.  We’re pulling back on that change now which should help other Warriors better compete with him.

ETC

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Base

  • Guitar SoloGuitar Solo [E]
    • Cooldown increased from 8 to 9 seconds

Talents

  • Level 1
    • Guitar HeroGuitar Hero [E]
      • Healing amount increased from 40% to 60%

Developer Comment: ETC is the Warrior with the highest win-rate in the game, and his popularity has seen a spike since our last balance patch.  To get ahead of any issues, we’re slightly nerfing Guitar SoloGuitar Solo’s cooldown and buffing Guitar HeroGuitar Hero to compensate for the nerf.

Mal'Ganis

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Base

  • Fel ClawsFel Claws [Q]
    • Cooldown reduced from 9 to 8 seconds
    • Mana cost reduced from 50 to 45

Developer Comment: We’re slightly buffing Mal’ganis’s base kit to make him a little more competitive with other Warriors.  Since so much of his power is tied to Fel ClawsFel Claws, even 1 second off of its cooldown should be a meaningful boon to his ability to engage, disengage, and CC opponents.

Bruiser

Artanis

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Talents

  • Level 4
    • Psionic SynergyPsionic Synergy [E]
      • Armor bonus increased from 20 to 30
    • Shield BatteryShield Battery [Trait]
      • Cooldown reduction increased from 100% to 125%
  • Level 13
    • Graviton VortexGraviton Vortex [E]
      • Cooldown reduction increased from 1.25 to 1.75 seconds
    • Templar's ZealTemplar's Zeal [Q]
      • Cooldown reduction increased from 5 to 6 seconds

Developer Comment: MY BUFFS FOR AIUR!

Chen

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Base

  • Keg SmashKeg Smash [W]
    • Delay before being able to cast Breath of Fire reduced from 1.5 to 1.25 seconds
    • Duration of 10% Slow reduced from 1.5 to 1.25 seconds
    • Duration of 40% Slow increased from 1.5 to 1.75 seconds

Talents

  • Level 1
    • Freshest IngredientsFreshest Ingredients [Trait]
      • Additional Functionality: Upon quest completion, also reduces the cooldown of Fortifying Brew by 1 second
    • Stormstout Secret RecipeStormstout Secret Recipe [Passive]
      • Heal amount increased from 2% to 2.5%
  • Level 4
    • Withering FlamesWithering Flames
      • Spell Power reduction increased from 30% to 40%
  • Level 10
    • Wandering KegWandering Keg [R1]
      • Additional Functionality: Now also grants Chen 25 Armor for its duration
      • Cooldown reduced from 70 to 60 seconds
  • Level 13
    • A Touch of HoneyA Touch of Honey [W]
      • Slow amount increased from 15 to 20
  • Level 16
    • CelerityCelerity [E]
      • Armor bonus increased from 15 to 20

Developer Comment: Our favorite Brewmaster has made a big splash in the Nexus.  We’ve read the feedback that players want the interaction between Keg SmashKeg Smash and Breath of FireBreath of Fire to be more fluid, so we’re reducing the delay between the two abilities, which should make them feel better to play with as people get used to his new cadence.  We’re also buffing many of Chen’s talents, particularly those that are related to his survivability, which should help him stay in fights longer.

Imperius

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Base

  • Molten ArmorMolten Armor [E]
    • Healing reduced from 100% to 50% of the damage dealt
    • Bonus healing against Heroes reworded to say it is increased to 100% (baseline functionality is the 
  • Valorous BrandValorous Brand [Trait]
    • Consuming a mark heals Imperius for 70
    • Damage bonus reduced from 30% to 20%

Talents

  • Level 1
    • Impaling LightImpaling Light [Q]
      • Redesigned: Celestial Charge’s final damage is increased by 50% and cooldown is reduced by 1 second for each Valorous Brand on the target when the Stun completes
    • Consuming FlameConsuming Flame [W]
      • The first enemy Hero hit with Solarion’s Fire also restores 30 Mana
  • Level 4
    • Bulwark of FlameBulwark of Flame [W]
      • Removed
    • Unshakable FaithUnshakable Faith [E]
      • Removed
    • Battle HungerBattle Hunger [Trait]
      • Redesigned: Increased the healing of Valorous Brand by 50%
    • Sovereign ArmorSovereign Armor [E]
      • Moved from 16
      • Armor reduced from 50 to 25
      • Duration reduced from 2.5 to 1.5 seconds
      • Damaging an enemy Hero with Molten Armor increased the duration by 0.5 seconds
    • [NEW] Press Forward [Passive]
      • Damaging an enemy Hero sets the duration of a Regeneration Globe on Imperius to 5 seconds (unless it was already higher)
  •  Level 7
    • Blaze of GloryBlaze of Glory [W]
      • The secondary explosion from Blaze of Glory now consumes and benefits from Valorous Brand
    • Holy FervorHoly Fervor [Active]
      • Now has a maximum duration of 10 seconds
      • The cooldown for the Ability begins after the first attack, instead of the last
      • Cooldown increased from 25 to 30 seconds
      • Tooltip updated to reflect that the damage is a percentage bonus and stacks additively with other percentage bonuses
  • Level 13
    • Divine RageDivine Rage [E]
      • Redesigned: Consuming a Valorous Brand reduces the cooldown of Molten Armor by 1 second
    • Heat of BattleHeat of Battle [E]
      • Redesigned: Increase Molten Armor’s healing against Heroes by 2% for every 1% Health Imperius is missing
  • Level 16
    • Celestial SwiftnessCelestial Swiftness [Q]
      • Redesigned: Gain 20% Movement Speed for 5 seconds after casting Celestial Charge; Gain 40% Attack Speed for 5 seconds for each Hero Stunned with Celestial Charge
  • Valorous PursuitValorous Pursuit [Active]
    • Moved from level 20
    • Cooldown increased from 12 to 20 seconds
  • Level 20
    • [NEW] Brand of Solarion [Trait]
      • Reduce the duration of Valorous Brand to 3 seconds, but it is no longer consumed when triggered
    • ImperviousImpervious [Active]
      • Duration increased from 2 to 3 seconds

Developer Comment: Most of these changes are designed to make a few more of Imperius' Talents viable and interesting, as well as provide more opportunity for Imperius' players to show their skill with the Hero while also allowing for mechanics that opponents have more counterplay with. We shouldn't see a large shift in Imperius' role or playstyle, but rather more interesting interactions between him and his opponents.

Sonya

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Base

  • Health increased from 2341 to 2450
  • Health Regeneration increased from 4.879 to 5.105

Developer Comment: Sonya has been a bit out of the meta in recent months.  She has a good talent tree and no outstanding issues, so we’re giving her a small buff to help her compete with other heroes in her role.

Yrel

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Talents

  • Level 4
    • Hand of FreedomHand of Freedom [Active]
      • Redesigned: Celestial Charge’s final damage is increased by 50% and cooldown is reduced by 1 second for each Valorous Brand on the target when the Stun completes
  • Level 7
    • Samaara's LightSamaara's Light [Passive]
      • Removed
    • Righteous MomentumRighteous Momentum [W]
      • Removed Functionality: No longer increases Yrel’s Movement Speed while at maximum charge
      • Additional Functionality: Yrel’s Movement Speed is increased by 5%. Instead of being Slowed while charging Righteous Hammer, she instead quadruples the bonus
  • Level 13
    • Aldor PeacekeeperAldor Peacekeeper [Q]
      • Damage reduction increased from 30% to 40%
    • RepentanceRepentance [E]
      • Slow duration increased from .5 to .75 seconds
  • Level 16
    • Templar's VerdictTemplar's Verdict [W]
      • Damage bonus increased 4% to 6% maximum Health

Developer Comment: We gave Yrel some buffs not too long ago, and we’re doing it again to slowly bring her power level up.  Like Illidan, Yrel can be a monster when she gets going, so we’re incrementally increasing her power so that she doesn’t go out of control.  She can now cast Hand of FreedomHand of Freedom on herself, which should make the talent much less situational.  With this round of buffs, we are looking at bringing up her mid-late game power so that she has a more meaningful power spike as the game goes on and her enemies gain more options to deal with her.

Healer

Ana

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Talents

  • Level 1
    • Slumber ShellsSlumber Shells [E]
      • New Functionality: Enemy Heroes are Slowed by 25% for 3 seconds when they wake up from Sleep Dart
  • Level 4
    • OverdoseOverdose [E]
      • Doses applied with Sleeping Dart increased from 3 to 4
  • Level 4
    • Anti-HealerAnti-Healer [W]
      • Bonus area of Biotic Grenade reduced from 100% to 25%
      • Fixed a bug where the bonus duration was showing as 20% when it is 25%

Developer Comment: We’re changing up some of Ana’s talents to better compete with Biotic GrenadeBiotic Grenade-related choices. Slumber ShellsSlumber Shells and OverdoseOverdose are receiving some buffs and changes, andAnti-HealerAnti-Healer’s bonus radius to Biotic GrenadeBiotic Grenade is being dramatically reduced. While it still remains a powerful talent, Ana players will now have to be much more precise to deny healing on multiple members of the enemy team.

Anduin

Anduin Header

Talents

  • Level 7
    • Blessed RecoveryBlessed Recovery [Passive]
      • Tooltip now shows the required damage taken to proc its effect
    • Binding HealBinding Heal [Q]
      • Heal amount increased from 95 to 10

Developer Comment: To give players more insight into what the damage threshold is that they need to meet for its effect, Blessed RecoveryBlessed Recovery will now show the damage required for its effect to proc.

Rehgar

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Talents 

Changed the order of various talents ot better match other Heroes (Q, W, E, etc.) 

  • Level 4
    • Spiritwalker's GraceSpiritwalker's Grace [Q]
      • Removed
    • Totemic ProjectionTotemic Projection [E]
      • Moved to Level 7
  • Level 4
    • Tidal WavesTidal Waves [Q]
      • Additional Functionality: Also reduces the Mana cost of Chain Heal from 55 to 40

Developer CommentSpiritwalker's GraceSpiritwalker's Grace is not performing compared to other options on its tier, and its synergy with Tidal WavesTidal Waves is strong enough that it warrants the talents being combined.  To add some flavor to his Level 4 talents, we’re also giving Rehgar the option to pick Totemic ProjectionTotemic Projection on this tier, which should open up some new options now that it can be picked in combination with talents like Blood and ThunderBlood and Thunder and CleanseCleanse.

Support

Medivh

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Talents

  • Level 7
    • Mystic AssaultMystic Assault [Q]
      • Damage and Healing bonuses increased from 40% to 50% of damage dealt
  • Level 20
    • Arcane BrillianceArcane Brilliance [Active]
      • Spell Power bonus increased from 10% to 15%
    • Dust of DisappearanceDust of Disappearance [Active]
      • Duration increased from 20 to 40 seconds

Developer Comment: We’re making some small adjustments to Medivh’s under-picked talents.  Mystic AssaultMystic Assault sees a fairly significant buff to its overall output as long as Medivh can consistently land Arcane RiftArcane Rifts, whereas Arcane BrillianceArcane Brilliance and Dust of DisappearanceDust of Disappearance should now better be able to compete with the other Level 20 options. 

Melee

Illidan

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Talents

  • Level 4
    • Rapid ChaseRapid Chase [Q]
      • Movement Speed bonus increased from 15% to 20%
      • Movement Speed bonus duration increased from 2 to 3 seconds
  • Level 7
    • Reflexive BlockReflexive Block [Q]
      • Number of attacks blocked increased from 2 to 3
  • Level 16
  • Fiery BrandFiery Brand [Passive]
    • Damage increased from 7% to 8% maximum Health
  • Blades of AzzinothBlades of Azzinoth [Active]
    • Now starts with Blades of Azzinoth able to be cast when the talent is picked

Developer Comment: Due to his resourceless, infinitely life-stealing, highly mobile nature, even a small buff can turn Illidan into an unstoppable nightmare.  It’s been long enough though, and a few talent buffs couldn’t possibly cause him to go wildly out of control…  right?  Right.

Maiev

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Talents

  • Level 4
    • Sudden VengeanceSudden Vengeance [E]
      • Damage increased from 5% to 6% maximum Healt
  • Level 7
    • Bonds of CorruptionBonds of Corruption [W]
      • Adjusted Functionality: Now reduces Armor by 10 for 4 seconds

Developer Comment: We’re slightly adjusting Bonds of CorruptionBonds of Corruption to better take advantage of Maiev’s ability to capitalize on good Umbral BindUmbral Bind pulls by following up with multiple casts of Fan of KnivesFan of Knives. This should allow the talent to be more generally useful outside of teams that primarily take advantage of auto-attacks for their damage.

Valeera

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Talents

  • Level 1
    • VigorVigor [Passive]
      • Energy Regeneration increased from 2.5 to 3 per second
    • SubtletySubtlety [Trait]
      • Energy Regeneration increased from 8 to 10
  • Level 4
    • HemorrhageHemorrhage [E]
      • Bonus Basic Attack damage increased from 30% to 40%
    • InitiativeInitiative [Trait]
      • Additional Functionality: Also grants Valeera an additional 15% Movement Speed for 3 seconds when using Ambush, Cheap Shot, or Garrote
  • Level 7
    • Fatal FinesseFatal Finesse [W]
      • Damage bonus per stack increased from 4 to 6
      • Stacks required to finish quest reduced from 20 to 15
      • This changes the maximum bonus damage to Blade Flurry from 80 to 90
  • Level 16
    • Thistle TeaThistle Tea [Active]
      • Cooldown reduced from 60 to 40 seconds

Developer Comment: Since we have not made changes to her for some time, we took a pass at Valeera’s talents and found some that could use improvements. 

Zeratul

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Talents

  • Level 1
    • Shadow HunterShadow Hunter [E]
      • Cooldown reduction from Basic Attacks increased from 1 to 1.5 seconds
    • Move UnseenMove Unseen [Trait]
      • Additional functionality: Reduce the cooldown of Permanent Cloak by 1 second
  • Level 7
    • WormholeWormhole [E]
      • Adjusted Functionality: Wormhole cannot be cast for 1.25 seconds after Blink is used
      • Duration that Zeratul can use Wormhole increased from 3 to 4 seconds
    • Warp SkirmisherWarp Skirmisher [Passive]
      • Bonus damage increased from 40% to 50%
      • No longer requires Zeratul to attack a target within 6 seconds of teleporting with Vorpal Blade
      • Additional Functionality: Bonus damage also activates on Zeratul’s first Basic Attack after entering Stealth
  • Level 16

    • Sentenced to DeathSentenced to Death [W]
      • Adjusted Functionality: Bonus damage also applies to enemies who are Slowed by Singularity Spike
      • Damage bonus reduced from 30% to 25%

Developer Comment: For a long time, Zeratul’s talent picks have been dominated by the combination of WormholeWormhole and CleaveCleave-related talents.  We’ve tried to nerf various CleaveCleave talents in the past to promote other playstyles, but it has not yielded effective-enough results.  We believe that the main culprit is the power of WormholeWormhole giving Zeratul too much control over dealing damage incredibly quickly with CleaveCleave before enemies can respond.  With this change, Zeratul will have to commit for a little over 1 second to where he teleports to before being able to return to his starting location, which should give opponents who are paying attention to him time to punish him for mistakes.  In addition to this change, we’re buffing some of Zeratul’s alternative talents to promote his other playstyles. 

Ranged Assassin

Jaina

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Talents

  • Level 16
    • SnowstormSnowstorm [W]
      • New functionality: The second wave of Blizzard deals 20% bonus damage.  The third wave of Blizzard deals 60% bonus damage.

Falstad

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Talents

  • Level 4
    • UpdraftUpdraft [E]
      • Shield bonus increased from 40% to 60
  • Level 7
    • Secret WeaponSecret Weapon [Q]
      • Bonus damage increased from 60% to 80
  • Level 16
    • Crippling HammerCrippling Hammer [Q]
      • Slow amount increased from 50% to 60%

Developer Comment: It’s been awhile since we last touched Falstad, so we took a look at his talents and found some spots that could use some buffs.

Greymane

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Base

  • Basic Attack damage increased from 140 to 148

Talents

  • Level 7
    • Incendiary ElixirIncendiary Elixir [Q]
      • Damage bonus per stack increased from 15 to 2
  • Level 10
    • Cursed BulletCursed Bullet [R2]
      • Damage increased from 35% to 40%

Developer Comment: Greymane has a storied history of being an incredibly powerful, consistent hero in the hands of experienced players.  While we had to nerf him several times over the years, we believe it’s been long enough, and so we’re giving him some small buffs to be brought back into the meta.

Lunara

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Talents

  • Level 10
    • Thornwood VineThornwood Vine [R1]
      • Damage increased from 164 to 176
  • Level 13
    • Abolish MagicAbolish Magic [Active]
      • Cooldown reduced from 35 to 30 seconds
    • Endless SporesEndless Spores [W]
      • Cooldown reduction increased from 3 to 4 seconds

Mephisto

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Talents

  • Level 1
    • AngerAnger [Passive]
      • Removed
    • Furious SparkFurious Spark [W]
      • Damage increased from 90 to 95
    • Malicious IntentMalicious Intent [E]
      • Spell Power bonus increased from 15% to 20%
  • Level 4
    • SpiteSpite [Passive]
      • Healing Globe duration bonus increased from 100% to 125%
      • Cooldown reduction increased from .5 to .75 seconds
  • Level 13
    • Shard of HateShard of Hate [Passive]
      • Additional Functionality: Now also causes Mephisto’s attacks to activate Lord of Hatred, reducing Basic Ability cooldowns by 1 second

Developer CommentAngerAnger and Shard of HateShard of Hate have such obvious synergy that it is too often a mistake to not take one without the other.  We’re combining their functionalities while also doing a pass on his other underperforming talents.

Orphea

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Talents

  • Level 1
    • En PointeEn Pointe [Q]
      • Bonus damage increased from 75% to 90%
    • Growing NightmareGrowing Nightmare [E]
      • Adjusted functionality: If at least 2 enemy heroes are hit by Wave of Dread, then its eruption’s damage is increased by 60%
  • Level 4
    • AllegrissimoAllegrissimo [Q]
      • Shadow Waltz cooldown when hitting enemy Heroes at its end changed from 1 second to .75 seconds
    • BackbiterBackbiter [W]
      • Bonus maximum Health increased from 10% to 15%
  • Level 7
    • InsatiableInsatiable [W]
      • Chomp’s cooldown when hitting enemy Heroes changed from 2 seconds to 1.5 seconds

Developer Comment: The combination of Ancestral StrengthAncestral Strength and FrightFright is both powerful and currently too attractive compared to other options, so we’re beefing up alternatives to promote Orphea’s other playstyles.

Valla

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Base

  • Health increased from 1273 to 1340

Talents

  • Level 1
    • CaltropsCaltrops [E]
      • Slow amount increased from 25% to 40%
  • Level 16
    • Seething HatredSeething Hatred [Trait]
      • Removed Functionality: No longer increases the duration of Hatred
      • New Functionality: Valla gains 15% Spell Power while at 10 stacks of Hatred

Developer Comment: Similar to Greymane, Valla has had a storied history of being a powerhouse hero in the right situations.  She has not been meta for some time, so we’re buffing her up some to incentivize people to try her a little more often.

Bug Fixes/Updates

General

  • Remove Sgt. Hammer from ARAM 

Developer Comment: We have been receiving a lot of feedback regarding Sergeant Hammer's playstyle in ARAM. While we are looking to make larger changes to the game mode in the near future, we decided it was best to remove her from the ARAM shuffle-pick for the time being

  • [MechaStorm II] Fixed MechaStorm countdown timer
  • [MechaStorm II] Fixed MechaStorm repeatable event quests to 50 times
  • Fixed issue where voice lines for Maltheal couldn’t be used while equipped with the Xenotech Malthael skin
  • [MechaStorm II] Fixed issues with text being cut off during Special Event Quest Tooltip Windows when switching Tooltip Windows 

Battlegrounds

  • Hanamura Temple
    • Swordsman Mercenary camps respawn timer increased from 120 to 150 seconds
  • Mercenary
    • Impaler Mercenary Basic attack damage has been increased from 50 to 65
  • Thanks 1

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Thank you for the great formatting. The original patch notes are hard to read properly.

Also, just played a couple games. Everything looks so fast now. It does seem like it was more than a 10% increase. And for some weird reason the game also looks smoother somehow?

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Oops!

Level 4

  • Hand of FreedomHand of Freedom [Active]
    • Redesigned: Celestial Charge’s final damage is increased by 50% and cooldown is reduced by 1 second for each Valorous Brand on the target when the Stun completes
  • Haha 1

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  • Level 4
    • Totemic ProjectionTotemic Projection [E]
      • Moved to Level 7
  • Developer Comment: To add some flavor to his Level 4 talents, we’re also giving Rehgar the option to pick Totemic ProjectionTotemic Projection on this tier,

Mores Oops!
Edited by Morcalivan

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I'm confused on this one. It looks like a nerf but written as a buff.

  • Level 7
    • Bonds of CorruptionBonds of Corruption [W]
      • Adjusted Functionality: Now reduces Armor by 10 for 4 seconds

Developer Comment: We’re slightly adjusting Bonds of CorruptionBonds of Corruption to better take advantage of Maiev’s ability to capitalize on good Umbral BindUmbral Bind pulls by following up with multiple casts of Fan of KnivesFan of Knives. This should allow the talent to be more generally useful outside of teams that primarily take advantage of auto-attacks for their damage.

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the good and the bad, not that Ana wasn't scary with her sleep already, but at least the -healing won't be as scary anymore, though sometimes scary anti-healing is the only thing that can get passed some tanky healing combos

  • Level 1
    • Slumber ShellsSlumber Shells [E]
      • New Functionality: Enemy Heroes are Slowed by 25% for 3 seconds when they wake up from Sleep Dart
  • Level 4
    • OverdoseOverdose [E]
      • Doses applied with Sleeping Dart increased from 3 to 4
  • Level 4
    • Anti-HealerAnti-Healer [W]
      • Bonus area of Biotic Grenade reduced from 100% to 25%

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7 hours ago, Stan said:
  • Movement Speed Increase
    • Increase the base movement speed of Heroes from 4.4 to 4.84 (+10%)

 Developer Comment: We were evaluating this change last year for the gameplay updates but wanted some more time to soak it. While this is a modest increase, we feel like it makes the game feel a bit snappier, especially while in combat. We will be carefully watching how this affects Heroes with lots of skillshots and will balance as needed.

I think this is meant to reduce the impact of displacement effects.

7 hours ago, Stan said:

Chen

 Divider_Hero_chen_Crop.png

 

No Chen nerf? This doesn't look like Blizzard at all.

7 hours ago, Stan said:
  • [NEW] Brand of Solarion [Trait]
    • Reduce the duration of Valorous Brand to 3 seconds, but it is no longer consumed when triggered

I'm super confused by this talent. Brands no longer consumed? Does that means you don't get the heal anymore? And doesn't get talents' effects that consume brands?

7 hours ago, Stan said:

Developer Comment: We’re changing up some of Ana’s talents to better compete with Biotic GrenadeBiotic Grenade-related choices. Slumber ShellsSlumber Shells and OverdoseOverdose are receiving some buffs and changes, andAnti-HealerAnti-Healer’s bonus radius to Biotic GrenadeBiotic Grenade is being dramatically reduced. While it still remains a powerful talent, Ana players will now have to be much more precise to deny healing on multiple members of the enemy team.

Grenade build is not the only reason for Ana's oppressiveness. It's her healing output combined with her baseline range increase of her trait. You can't even see her when she's healing others, not to mention even if you attempt to reach her, she'll just sleep you and reposition. And her trait self-heal makes her surprisingly hard to duel against. She's literally a Morales with like 2-3x range. Oh, and Nanoboost of course. 

7 hours ago, Stan said:

Developer Comment: For a long time, Zeratul’s talent picks have been dominated by the combination of WormholeWormhole and CleaveCleave-related talents.  We’ve tried to nerf various CleaveCleave talents in the past to promote other playstyles, but it has not yielded effective-enough results.  We believe that the main culprit is the power of WormholeWormhole giving Zeratul too much control over dealing damage incredibly quickly with CleaveCleave before enemies can respond.  With this change, Zeratul will have to commit for a little over 1 second to where he teleports to before being able to return to his starting location, which should give opponents who are paying attention to him time to punish him for mistakes.  In addition to this change, we’re buffing some of Zeratul’s alternative talents to promote his other playstyles. 

Wormhole is not the 'main culprit'. It's Void Prison. Cleave build is the only build that doesn't require Might of the Nerazim's passive damage boost to deal significant amount of damage. It's so much better than the other builds because:

- its main damage source isn't countered by blind;

- its burst is much faster than trying to weave in auto attacks between each ability usage;

- it's much easier to play;

- it gives him the best heroic in the game;

- it allows him to perform a huge combo with Void Prison that deal insane damage to multiple heroes (EQAE1QRQ);

- it gives him insane in-combat self sustain at Lv 20 (Shadow Mending);

- it gives him better waveclear (Rending Cleave);

Nerfing Wormhole doesn't really do much tbh.

7 hours ago, Stan said:

Level 16

  •  SnowstormSnowstorm [W]
    • New functionality: The second wave of Blizzard deals 20% bonus damage.  The third wave of Blizzard deals 60% bonus damage.

 

What's 'new' about this? Didn't this change happen in like 2 patches ago?

8 hours ago, Stan said:
  • Level 10
    •  Thornwood VineThornwood Vine [R1]
      • Damage increased from 164 to 176
  • Level 13
    • Abolish MagicAbolish Magic [Active]
      • Cooldown reduced from 35 to 30 seconds
    • Endless SporesEndless Spores [W]
      • Cooldown reduction increased from 3 to 4 seconds

This as well?

3 hours ago, Morcalivan said:

I'm confused on this one. It looks like a nerf but written as a buff.

  • Level 7
    • Bonds of CorruptionBonds of Corruption [W]
      • Adjusted Functionality: Now reduces Armor by 10 for 4 seconds

Developer Comment: We’re slightly adjusting Bonds of CorruptionBonds of Corruption to better take advantage of Maiev’s ability to capitalize on good Umbral BindUmbral Bind pulls by following up with multiple casts of Fan of KnivesFan of Knives. This should allow the talent to be more generally useful outside of teams that primarily take advantage of auto-attacks for their damage.

Bonds of Corruption originally reduce physical armor (only) by 25. Now it reduce (both physical and spell) armor by 10. It is a buff indeed since Maiev can't really utilize the physical armor debuff that well. 

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Really not liking that movement speed change. I main KTZ and I expect to see a revert or compensation buffs because it'll now be even harder than it needs to be. Also Artanis' Purifier Beam should have been change with this patch, it does no damage and now is easier than ever to avoid.

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27 minutes ago, leapingshadow said:

Really not liking that movement speed change. I main KTZ and I expect to see a revert or compensation buffs because it'll now be even harder than it needs to be. Also Artanis' Purifier Beam should have been change with this patch, it does no damage and now is easier than ever to avoid.

Hmm interesting I hadn't even thought about this one. Does this increase the mount speed aswel you reckon? Cause then it would also mean theres a bigger time window to escape pyro blast for example

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8 minutes ago, SirSlapzAlot said:

Hmm interesting I hadn't even thought about this one. Does this increase the mount speed aswel you reckon? Cause then it would also mean theres a bigger time window to escape pyro blast for example

Yes since mount speed is just 130% of your base move speed.

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Looks like +10% to movement speed is a good change for the game. But I'm still sad. I'm Hammer main.

Also this Blizzard patch notes have exceptionaly high number of typos and errors (it is not Icy-veins mistakes, it was in the laucher). Greymane with Blizzard now. Sonya with Abolish Magic and Noxious Blossom. Increased from 95 to 10. Who wrote this?

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31 minutes ago, Filson said:

Looks like +10% to movement speed is a good change for the game. But I'm still sad. I'm Hammer main.

Also this Blizzard patch notes have exceptionaly high number of typos and errors (it is not Icy-veins mistakes, it was in the laucher). Greymane with Blizzard now. Sonya with Abolish Magic and Noxious Blossom. Increased from 95 to 10. Who wrote this?

How does it look like that? I don't understand why this change we necessary, so many heroes have talents and heroics and abilities thrown in the air for no real reason.

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8 hours ago, ShadowerDerek said:
16 hours ago, Stan said:
  • [NEW] Brand of Solarion [Trait]
    • Reduce the duration of Valorous Brand to 3 seconds, but it is no longer consumed when triggered

I'm super confused by this talent. Brands no longer consumed? Does that means you don't get the heal anymore? And doesn't get talents' effects that consume brands?

I'm pretty sure it does apply each effect that would occur with a "Marked consumed", since it says that it will still be triggered, just not consumed.  So each hit during those 3 seconds will probably work as it would've been consumed.

Else that change would be strange.

Aside from that:
Looking forward to test out the changes for Imperius the most. Kinda surprised how much of a change he has gotten during this patch. Maybe it will only increase the fun I have while playing him.

Also maybe it will make Chen more bearable to me. I really dislike the brief pause you have to endure during W into W.

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2 hours ago, Morcalivan said:
8 hours ago, ExorionAether said:

Also maybe it will make Chen more bearable to me.

😐

Honestly I did not even notice this pun until you pointed that out.
Comedy runs through my veins.

Also: from what I've been told it seems that social media reacts rather strongly about the 10% movement increase and already demands this change being reverted. I personally don't mind that change so far and would prefer it being tested out more buuuut, ya know, the Internet does what it does best, I suppose.

Edited by ExorionAether

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Thought the game seems kinda more challenging, I'm liking these changes. The biggest issue is obviously with skill shot based heroes. I am dieing more often than before, tho. Might have been playing too agressive. Anyone else having this experience?

Not to mention this was a stealth buff to AI, at least Elite. I have been farming it a bit to finish my quest and oh boy, are they dodging everything now. Not to mention the Elite AI does not miss skill shots.

Edited by lChronosl

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4 hours ago, Timotheaus said:

The speed increase works both ways. Since the baseline is higher, slows are more effective now.

Are they, though?

If you move at 100% speed (100m per second) and get hit with a 50% slow, you will move at 50% speed (50m per second).
Now you move at 110% speed (110m per second), so a 50% slow will let you move at 50% speed (55m per second).

I mean, technically slows now do cut more distance. But that is because of the general increased speed, which still yields you a net gain. So in the end, even if you get hit by a slow, you will still move a greater distance in the same time frame than before, therefore still being more evasive / harder to hit.

Unless my math is wrong. Feel free to correct me.

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On 7/11/2019 at 10:52 AM, leapingshadow said:

Really not liking that movement speed change. I main KTZ and I expect to see a revert or compensation buffs because it'll now be even harder than it needs to be. Also Artanis' Purifier Beam should have been change with this patch, it does no damage and now is easier than ever to avoid.

As a Muradin Main I played some games before even reading the patchnotes. I did not miss more Hammers than usual, it felt normal. But I certainly noticed a change of pace in teamfights and rotations.

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      We currently like where Kharazim is sitting, especially for being a bit of a hybrid style Hero. I will bring it up with Adam, but normally when we shift talents like you suggest, it opens up a bit of a rabbit's hole that we end up going down.
      We have discussed adding more load-out slots but it is not a high priority right now.
      I know that Art has been looking into a new skin for Ragnaros, but there are some challenges when it comes to performance. They would know a lot more and this is a great question to bring up in the next Art AMA!
      You have been and still are removing or editing neutral talents like Cleanse, MULE, bolt etc. Can you further explain your problems with these talents? And also why for instance, you edit bolt for each character and have it stay in the game that way but sprint is no longer in the game and MULE is only on Abathur? Thanks in advance, it is very much appreciated that you take feedback like this.
      Our philosophy is that if we should try to incorporate generic talents to fit a hero's kit and fantasy so that those talents feel more unique and exciting. I think Diablo's Hellgate is a perfect example.
      Sprint no longer exists because it was OP on the heroes who had them, like Jaina and Kerrigan. We now provide movement speed via other talents, where appropriate.
      I recently played a lot of ARAM with friends and I have some suggestions about it :
      - It would be really nice and more fair if the core in ARAM had a shield like in classic games. Backdoor is very frustrating and unteresting for both team I think.
      - Healers are very important I think to have interesting ARAM matches. What do you think about a minimum of healers proposed in the 15 heroes selection ? (2 or 3 for instance). I had some ARAMs where no player is proposed a healer, and it was boring I feel when this happens.
      - It would be good to remove Vikings to this game mode, because they are not equipped for this.
      I will say that we're currently exploring some minor changes to ARAM mode to help soften some of the rougher edges of the format. One problem with ARAM (from a design perspective at least) is that everyone has a different expectation of what ARAM should be. Some people like the sheer chaos of 5 assassin bloodbaths, some prefer the more traditional tank/healer/3 fill teams. Neither of these opinions is 'wrong', they're just different!
      The lack of shields on the core was done intentionally because of the format's reduced hero death timers. With a shield and short timers, it becomes very difficult to end a game unless you're absolutely stomping the opponent. Without it, you can at least make incremental progress. Back-dooring can certainly be obnoxious, but it's usually counter-able with vigilance and strategic game-play.
      It's very likely that we will prevent the Vikings from showing up in this format. Additionally, we'd like to re-introduce some of the characters we've restricted (like Chromie, Azmodan, etc), perhaps with some pick weighting to prevent them from appearing in a majority of games. We're not 100% sure yet but we're working on it!
      The recent balance patch changed 5 talents on Orphea, and 4 of those changes were to replace one number in the talent with a slightly-better number. Why such a simple approach?
      Does it really help a talent to upgrade a very short cooldown to an even shorter cooldown, when the spell is limited by casting animation?
      There are a lot of tools that we have to change the balance of a Hero or talent, and two people will rarely agree on what the perfect change is. Each tool has advantages and disadvantages which may not be super apparent to everyone. As a super simple example, one tool we have to fix a talent that’s not being picked is to redesign the talent, however one side-effect is that it usually results in alienating the small percentage of players who really like that talent.
      In Orphea’s case, I wanted to try number tuning some of her talents before doing a bunch of functionality changes. I agree that she has a relatively unique limitation in her casting animations, but even so her cooldowns being reduced still has significant value (as an example think if her Q didn’t have any cooldown reduction at all in any way. The ability would feel much different than it does now).
      If the number tuning doesn’t work, then we can go into more functionality changes.
      I suppose the crux of what I’m getting at is that there is a lot of thought that gets put into these things, but that doesn’t mean that they will always work out. Even so, I would rather try something and it not work out perfectly than be too afraid to make changes or only make the changes that we are 1000% confident in (spoiler alert, that almost never happens). The beauty of working on a Live game like this is that we can always go back and iterate more if things don’t go exactly as we hoped they would.
      Are there any plans to continue balancing Samuro in balance patches?
      Even though last AMA we finally learned (and sadly so) that Samuro is neither getting Illusion Master baseline nor a talent rework in the near future, the hero still has some balance problems that I'm hoping will be addressed within coming balance patches
      I'll take the chance to talk about some different talent issues and how they can be fixed to open up more talent choices and as a result more play styles
      Way of the Wind is an awesome talent, but the issue it has that makes it almost unpickable in current Meta is that without a damage talent at level 1, Samuro deals almost no actual damage, which severely impacts the talents usability while it leaves a bittersweet taste of "I can finally chase this tracer around (kinda) but I don't have enough damage to kill her". The only fix I can think for this is to buff Samuro's baseline damage and adjust the other level 1 talents, this would also be a buff to Crushing Blows, which right now suffers from being out damaged by other level 7 options
      Like I said above, Crushing Blows and also Kawarimi suffer from being mathematically inferior or too clunky to use, respectively, I made a post about them and how to fix here.
      Finally, Samuro's level 20 tier suffers from zero choice, absolutely nothing ever competes with Three Blade Style, and it's not because it's "too good", because it isn't, it's more of an issue that the other choices are pretty bad, like really bad in comparison. heck the only talent in the tier that has the power level of what a level 20 talent should have, is TBS. A buff is needed here, plain and simple.
      Here is some more discussion on possible ways to help balance Samuro more, for any who care to read
      We have some changes to Samuro that we’re testing internally. Without going into too much detail since we’re still iterating, we are currently testing a change where Samuro’s clones have a much shorter duration, but it’s increased whenever he or they attack an enemy Hero. This greatly limits his split-pushing potential, and enables us to give him some cool, new stuff when team fighting.
      We don’t like the popular idea of giving his Clones a leash range or Samuro a teleport range. It results in a lot of user frustration where players can’t do things that they want to do, or Clones don’t behave in the way that the user expects them to (ex. With a teleport range Samuro suddenly can’t teleport to certain clones that are off-screen, which is fatal when he’s in a bind).
      Also, as a no-context teaser to wet your appetite, currently in our playtests Bladestorm’s cooldown is 20 seconds ?
      Voicelines for missing enemies and "attack here" have been gone since at least the Anduin patch. Any plan to bring them back?
      I just had a conversation with someone about this last week. It's something we are looking into.
      What's up with Galls's Mastery Taunt, or lack thereof?
      The design team is definitely aware of it and will have a chat about allowing you to show off your mastery with the brains of the two-headed ogre ?
      Do you prefer changing Dva to make her become a Bruiser and Solo Laner or change her to Support and Flex?
      In the upcoming rework she will still be classified under the 'Bruiser' category, but her talents should allow her to fill a more traditional solo-lane role or a team-support role.
      Personally, I love playing her as a 2nd front-line in a support role. She's got a lot of new tools to shutdown picks or engages, which can really swing the momentum of games. We've had quite a few internal games where D.Va has paired up with squishy melee assassins and functioned as an almost-tank, with very good results.
      Does new Dva still have situations where it is simply better to be a pilot than a mech? For example, in the current version if you're trying to stop a boss from getting your keep, the pilot is over twice as good.
      D.Va's pilot mode still generally offers higher single-target DPS than her Mech mode.
      Is there any chance for other heroes to get the ability to repair structures? Can Abathur lose his MULE? Or do you think things are okay as they are?
      We've discussed this internally and we are happy with MULE being only available to Abathur. Like you said, it fits his playstyle and it's a great reason to pick Abathur over another Hero. Historically, MULEs have caused pacing issues because they can stall lanes and inflate game times. That being said, though, anything can happen in the Nexus!
      Which heroes would you give MULE to?
      What are your plans for Tyrande's talent tree? Elune's Chosen is a must pick, Lunar Blaze is a must pick, Celestial Attunement is a must pick.
      Adam had responded to a thread the other day, but he plans on making some changes to help address a lot of your concerns here - Elune's Chosen and Celestial Attunement are specifically on his radar!
      I know there is bad luck protection for getting legendaries in loot boxes, but if I get a duplicate legendary and I choose to reroll it, is my bad luck protection reset or because I rerolled it is still in play? Thanks.
      If you get a Legendary (or any rarity outside of common) and you elect to reroll the loot box, there is no guarantee that you will receive that same level rarity in that new loot box that you rerolled for. So, if you were to get a Legendary in a loot box and choose to reroll the loot box, that next loot box could have all commons in it. Hopefully this answers your question sufficiently ?!
    • By Stan
      This week's brawl is Industrial District, a single-lane Overwatch-themed battleground with standard play and shuffle pick. The main goal is to destroy the enemy Core. Play 3 games to earn a Mecha Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      The Heroes team is hosting an AMA on tomorrow related to the recent Hero Movement Speed changes that went live in the latest patch and Hero balance.
      Feel free to submit your questions here. The devs will start answering them starting at 10:00 a.m. PDT (7:00 p.m. CEST). We'll be back with a recap shortly after the AMA is over.
      Blizzard (Source)
      Greetings, Heroes!
      We’re going to host a Hero Balance & Hero Movement Speed Change AMA right here on /r/heroesofthestorm on Thursday, July 18, 2019! The Heroes devs will join the thread and answer your questions starting around 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
      We have the following developers on hand answering questions:
      Alex Neyman (/u/BlizzNeyman) Sergey Morozov (/u/Blizz_SMorozov) Adam Z. Jackson (/u/BlizzAZJackson) Kevin Gu (/u/BlizzKGu) David P Warner (u/Blizz_DWarner) Steven Jaquith (/u/Blizz_Steve) Brett Crawford (/u/Daybringer) Shane Miller (/u/Blizz_Shane) Kyle Dates – (/u/BlizzKyle) When posting multiple AMA questions: Please make an effort to post one question per comment. This will make it easier for others to read through the thread, and will help the devs focus on one question at a time. However, please feel free comment as many times as you'd like in order to get your questions posted.
      You can start posting your questions right now, and we'll see you on Thursday!
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