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Heroes of the Storm Leoric

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9 hours ago, onqun said:

https://www.icy-veins.com/heroes/talent-calculator/leoric#24.0!2232314

 

Hello I made a talent tree for leoric I need feed back ty

All I can say is that increased movement with the Drain MomentumDrain Momentum is not as strong as Burning RageBurning Rage or Crushing HopeCrushing Hope. The speed increase is insignificant, and the talent does not provide any other bonuses, which makes it a subpar talent.

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I'd like to pose a couple of arguments (and would welcome comment on them) for the L13 Drain Momentum being a situational rather than not recommended talent pick as this guide suggests....

1. I'm not sure if it's my playstyle, the lower leagues or otherwise.... but I've found myself tending to pick Leo as a counter to a double warrior composition, and so I tend to be going drain builds. If I'm extra lucky like earlier tonight, I may even get an enemy Az too! It may also be better as I go for a longer-range W skill-shot, so it would be easier for an enemy to escape if crushing hope were picked, thus making it a less worthwhile choice.

2. It could also be that if our team has more roots/slows (possibly stuns) (e.g. a Jaina with us) than the enemy's roots/slows (possibly stuns).... then the drain momentum becomes a more useful pick for chasing-down fleeing targets. A relative 30% (20%+10% is that right?) boost in movement speed (pre L13) while casting drain hope is not to be underestimated!

Any thoughts? Agree/disagree? --Or should I be casting my W a little differently!

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3 hours ago, Kiarbitrager said:

I'm not sure if it's my playstyle, the lower leagues or otherwise

HotS Logs show that it is in lower leagues indeed. Lower leagues have higher pick-rate of Drain MomentumDrain Momentum, while the top 3 have 10% pick-rate.
As for the talent itself, my comment above yours pretty much sums it up imo - "All I can say is that increased movement with the Drain MomentumDrain Momentum is not as strong as Burning RageBurning Rage or Crushing HopeCrushing Hope. The speed increase is insignificant, and the talent does not provide any other bonuses, which makes it a subpar talent."

3 hours ago, Kiarbitrager said:

It could also be that if our team has more roots/slows (possibly stuns) (e.g. a Jaina with us) than the enemy's roots/slows (possibly stuns).... then the drain momentum becomes a more useful pick for chasing-down fleeing targets.

I feel like roots or stuns on either side hurt the power of the talent. If your team has a lot of stuns/roots, you will not need to chase your opponents than often, as your teammates will root or stun them. If the opposing team has roots or stuns, you will not find the extra movements speed as good, as you will find yourself immobile. So, the more roots and stuns in the match, the worse Drain MomentumDrain Momentum is.
Besides, you already have a slow with Skeletal SwingSkeletal Swing, which reduces your need for chase talents.

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Guest Leoric

I personally use a build that I made up on the fly when I first played Leoric, and its been doing pretty well, although I would like to have others play it and tell me what they think. 

 

Level 1: Mana Thirst

Level 4: Fealty Unto Death

Level 7: Ghastly Reach

Level 10: March of the Black King

Level 13: Drain Momentum

Level 16: Consume Vitality

Level 20: Death March or Spectral Leech

 

March of the Black King doesn't seem as useful as it could be as it's slow and anyone can dodge it. However, if you use it during a team fight, they might not see you use it because of all the other effects happening on screen at the same time. This is also mainly used to either push lanes and punish the enemy heroes in the same lane, or hunt down retreating heroes before they can heal up or hearth. It's also good for escaping enemy heroes if needed, using Drain Momentum to heal and move slightly faster. As it said in the guide though, don't be afraid to die if you need to because you can cheat death because of the undying passive.

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Been looking at Leoric and some of his crappy talents, and it turns that they are pretty good in the right conditions! Those two talents are Royal Focus and Lingering Apparition. I'll talk about Ossein Renewal last.

So what is good about Royal Focus and Lingering Apparition? On their own, these talents are definitely trash bucket tier. When combined, these talents give Leoric amazing combat mobility and a quick pseudo-global. In team fights, this combination allows Leoric to duck and go for a quick heal at the fountain and be back in 10 seconds. This is especially true where objectives are far from healing fountains-Blackheart's Bay, Cursed Hollows, Warhead Junction. On Cursed Hollows, Leoric can soak for 5 seconds longer, then go to objective in the same time as he would directly ride there. Of course, it's still recommended that Leoric should pick life drain talents, since Leoric is squishy for a Warrior.

In addition to these two talents, going for renewed swing, makes Leoric the strongest shover in the game. I've done this before on Cursed Hollows using Royal Focus, Lingering Apparition, and Renewed Swing. There were minions at our keeps on all three sides, and surprisingly, I was the only one alive. Thus, I started to shove minions back. In 45 seconds, I shoved bottom keep minions to the opposing fort. I then transitioned to middle keep. Similarily, I shoved minions back in 45 seconds. I did the same for top lane. I wasn't afraid of getting ganked during this process, because I could escape in a moments notice with a 4 second CD wraith walk. In addition, the opposing team had to clear my shoved lanes, allowing me to shove the top and mid lanes.

Thus, Royal Focus and Lingering Apparition should be seen as a combo to some sort of Specialist Leoric. Perhaps, a specialist Leoric and a 4-man team could be a viable strategy. I've never seen this tried before, but with the build, it is a definite possibility.

Ossein Renewal used to be recommended, but is now not recommended. I believe this is an incorrect choice. The quick burst of healing allows Leoric to survive the most brutal stage of fights, so he can sustain following the fight. In addition, this talent should always be on cooldown or saved right before a fight, since Leoric can use the talent even in death. Thus, I would put the talent as situational. On the other hand, I would lower Paralyzing Rage to situational from recommended for a few reasons. First, Leoric's problem is his survivability. Early to mid-game, Leoric has mediocre sustain for his mediocre health pool, making him an easy target for a warrior. It takes till Unyielding Despair that Leoric's sustain starts to go through the roof. Paralyzing Rage does little to help this, since the slow from Skeletal Swing is sufficient enough against multiple melee comps. Next, if Leoric has problems reaching his enemies, he should talent for Drain Momentum. If Leoric cannot lock down a target with life drain, then additional slow would not help Leoric, since Leoric's main source of damage is life drain. On the other hand, getting more sustain with Ossein Renewal grants Leoric more chances to rotate back into fights, since Leoric typically needs high health (30%-50%) to rotate back into fights safely( (in comparison, Artanis, Varian, Anub'arak have their own ways of popping back into fights safely at lower health).  However, an argument for Paralyzing Rage is that it helps Leoric peel for his teammates. This is mentioned in talent description, saying that the talent improved Leoric's CC against melee comps. Yes, that's true. However, the problem is Leoric himself, due to aforementioned mediocre sustain and health, is a pretty easy warrior to shut down, making Leoric a medium-high priority target in teamfights. Paraylzing Rage would help Leoric less than Ossein Renewal in this scenario.

tl;dr Basically, Leoric should focus more on his own survivability rather than the peeling of his allies, so Paraylzing Rage should be lowered to situational; whereas, Ossein Renewal should be promoted to situational.

Edited by Trensicourt

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Hiyo!   Level 26 Leoric here, and I wanted to make an appeal that your assessment of Royal Focus.

With additional damage it instantly clears an entire minion bundle starting around level 10 or so.  With the timing on wraith walk and skeletal swing, you are able to instapop and clear lanes at the speed of skill cooldown.  It's one of the strongest lane pressure skills in the game.   There is only a 3 second cooldown when initiated from a "safe" spot, which is more than enough to drop your swing, do a grasp, swing one melle, then wraith walk out if used to initiate a fight or dive to catch someone who is trying to escape.

With extended wraithwalk, you wraith, swing, walk wraith, swing, walk.   You are able to minion push a 2/3rds of a map in approximately 30 seconds (4 uses, 3 cooldowns).  Its a viable choice to quickly reverse lane pressure and makes simul laning on small maps very doable.   I have found I can out siege most lane specialists and quickly return to team fights with it.  "That Leoric - He's everywhere!"

I find that when speed laning I'm able to consistently generate a solid XP lead for my team game after game.   And those teams able to capitalize on it do really well.   Just something to consider, as you posted it's "The worst skill..."  And I find myself preferring this talent over the swing augmentations in all but two maps (Towers and Payload Delivery)

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@Trensicourt

About the Royal FocusRoyal Focus + Lingering ApparitionLingering Apparition combo - it works only when initiating a fight. If you are trying to survive during a fight, this combo is nearly useless. Trying to make Leoric a fight initiator is a subpar choice most of the time. 

6-second heal is not really a burst, and the healing effect can be easily outdamaged by strong burst heroes, such as Li-Ming. It's a strong heal, yeah, but I wouldn't call it burst heal. Anyway, the cooldown is too high. Yeah, you will be able to keep it ready for team battles, but that would mean that you do not use it to keep your lane presence. In this case the talents we recommend will be much more useful, and it is the reason they are recommended while Ossein RenewalOssein Renewal is not, though against some team compositions, especially those who lack strong poke, Ossein RenewalOssein Renewal is a solid pick.

@JaWriter

Wraith WalkWraith Walk should not be used as a dive tool or a way to empower Skeletal SwingSkeletal Swing with Royal FocusRoyal Focus, even with 4 second cooldown, because even a small time window such as this can be used to take you down, or heavily damage you. You are also picking it over talents that can help you tank better, which is Leoric's role. if you need a strong wave clear, draft Sylvanas or Ragnaros instead. 

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Guest Steve

Royal Focus is 100% a legit build for dualsoak Leoric, especially with 2x support meta and even more so if enemy has Anub.

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12 hours ago, Guest Steve said:

Royal Focus is 100% a legit build for dualsoak Leoric, especially with 2x support meta and even more so if enemy has Anub.

If you want to soak, you will need to have self-sustain, which is why you would pick Fealty Unto DeathFealty Unto Death in this situation.

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Guest Steve
1 hour ago, positiv2 said:

If you want to soak, you will need to have self-sustain, which is why you would pick Fealty Unto DeathFealty Unto Death in this situation.

Fealty is only really needed with single support, Royal Focus lets you double soak a lot faster especially against a push comp when counterpicked and Dehaka is banned out. Game below is a perfect example of an optimal situation to go for the Royal Focus build.

Spoiler

 

 

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Hey everyone, 

With the upcoming Kel'thuzad Patch, Leoric will receive a significant update.

Please give me a few days to playtest the new talents in Hero League. The guide will be updated ASAP! 

Cheers,

Kendric

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I think Hopelessness is at least situational. There are many situations where there isn't a melee around, forcing Leoric to trade without his Drain Hope. In addition, Hopelessness allows Leoric to rotate back into fights far more safely.

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2 hours ago, beldr said:

There is an error in the Lvl 4 talent discussion, it talks about willing vessel instead of the extra swing range

Thanks. We are aware of the issue, and a fix should come soon-ish. Sorry for the inconvenience.

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Damn, I really like what Blizzard has been doing with talent trees recently. Stukov's, Garrosh's, Kel'Thuzad's are all very diverse and with more freedom of choice, and now these things applied to talent reworks. Almost all the talents seem very strong in right situations, and, sadly, others are generally stronger than others.
Here comes my review of reworked Leoric:

  • Lvl 1 would not shy away from taking Fealty Unto DeathFealty Unto Death, because I thought it was the best lvl 4 before, and now it comes even earlier. Lane sustain is uncomarable to other ones. Lanes are very far away or there are just 2 of them? No problem, globe talent is perfect if you can coordinate globe pick-ups, otherwise the healing on swing provides you with nice survivability.
  • Lvl 4 - Kneel, Peasants!Kneel, Peasants!, purely because waveclear is so important when playing as a laner hero. Also does wonders on Infernal Shrines - apparently, monsters count as well. Slow and range are just as valuable when playing in rotation with your teammates.
  • Lvl 7 gives us a fantastic option to choose from good talents, all fulfill different purposes. I find Drain MomentumDrain Momentum to be the most versitale, but the range can be pretty good against heavy-ranged teams, so is more healing if you feel like you're getting focused.
  • Lvl 10 is still EntombEntomb - a ton of good uses focusing on control and utility. March is very good too, with it you can survive more fights and exploit choke points.
  • Lvl 13 Unyielding DespairUnyielding Despair is a must for follow-up Drain HopeDrain Hope talents. More movement speed procs, more damage and sustain in general. Again, if getting focused too much, armor can be the solid answer. Damage reduction with Wraith Walk can do wonders too if your team just cannot handle the damage that is coming your way.
  • Lvl 16's Crushing HopeCrushing Hope, I feel like, is the talent where true late-game Leoric's power lies. Especially combined with EntombEntomb, critical autoattacks and team's CC - can chunk down anyone without mobility with ease. Another upgraded Wraith Walk can be concidered when 'playing the map' - double lane soak can still be quite strong on some battlegrounds - structure pressure is real, even better with increased duration that can allow you to rotate much-much quicker. Autoattack speed increase lets you eat tanks and other high-health heroes when paired up with percentage damage talent on the next tier, and it's just so satisfying to see the animation go faster and hear the sound of cracking bones.
  • Lvl 20 is where the ultimate choice is given. Burning DespairBurning Despair is by far the most damaging talent and cool-looking right here - huge AoE damage around you that can be increased in uptime with Unyielding DespairUnyielding Despair. Excellent agains enviroment and, most importantly, enemy heroes, especially ones that like to clump up. Wins you late game teamfights and lets you push/depush with ease.
    Still getting bursted or focused? Protected and upgraded March are your tools. Need to sustain yourself through the enemy's frontline? Excellent choice, healing and more damage on autoattacks is best taken with attack speed talent from the previous tier. Seeking more pick-offs and control? Value of Entomb with silence is just insane for this task.

Overall, I enjoy playing new Leoric. Some people might say that the hero was perfectly fine before and was in no need of rework, and they are probably right. But now, our beloved King has more situational and interesting ways to deal with any sort of problem he may encounter. I just love it.

Edited by VitaminC

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20 hours ago, VitaminC said:

I thought it was the best lvl 4 before, and now it comes even earlier.

Fealty Unto DeathFealty Unto Death does not provide any permanent effect, unlike quest talents, and does not provide any advantage that would be significantly better at level 1 than level 4. So, the main change from the "old" Fealty Unto DeathFealty Unto Death is that it has to compete with different talents, which can often be a reason the talent is no longer the strongest one in the tier. So - the talent is still strong, but it has to compete with stronger talents now.

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I've got an idea; rework Fealty Unto DeathFealty Unto Death like this:

!Quest: minion deaths near Leoric heal him for 1% of his health and give 5 mana. Reward: After activating 100 times, Fealty Unto Death now grants a continuous damage aura (40 + 4% per level) around Leoric. The damage and range of the aura are increased by 100% while Drain Hope is active.

Yes, this is just combining Fealty Unto Death and Burning DespairBurning Despair, but this also makes the immediate damage boost of Burning Despair more usable, as the only reason it shouldn't be picked is because it comes too late in the talent tree. This also makes Fealty Unto Death a more viable choice, since it has been overshadowed by Consume VitalityConsume Vitality in almost every aspect since the rework. What can you do to make Ossein RenewalOssein Renewal a more viable choice, I wonder?

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The pictures in the guide show the recent change to leoric swapping his level 20 talent that grants his autoattacks percent damage and self healing with the level 13 talent that adds armor to Leorics Drain Hope talent. However the discussion portion still shows it as if the changes had not taken place. I request an edit to show this now that autoattack build is now more viable.

 

Guide is still immensely helpful though.

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Just a reminder that the guide was not properly updated after the talent change between Hardened BonesHardened Bones and Spectral LeechSpectral Leech.

 

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Guest Big_Gaz
On 4/16/2019 at 2:22 PM, lChronosl said:

Just a reminder that the guide was not properly updated after the talent change between Hardened BonesHardened Bones and Spectral LeechSpectral Leech.

 

Bump!

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Guest Baldur

I just wanted to point out that the description of Shroud of the Dead KingShroud of the Dead King incorrectly states that it's cooldown is 75 seconds instead of it's current 30 second cooldown. I don't know whether it will change the guide but I hope it'll help somewhat.

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On 12/23/2019 at 8:16 PM, Guest Baldur said:

I just wanted to point out that the description of Shroud of the Dead KingShroud of the Dead King incorrectly states that it's cooldown is 75 seconds instead of it's current 30 second cooldown. I don't know whether it will change the guide but I hope it'll help somewhat.

Thanks. This should be fixed soon.

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      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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