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Heroes of the Storm Sgt. Hammer

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15 hours ago, Guest Kalasnokov said:

Advanced rely on that you can stay in siegemode for prolonged times

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

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Guest Kalasnokov
On 2017-03-22 at 3:53 PM, positiv2 said:

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

Using grad. with ambush comes from my preference with grad. before hover (range = first damage potential >>>> everything else), and as i stated earlier being forced from siege mode only gives you a new opportunity to get 200% damage. 10% extra damage ain't that much, even if poking could be important, wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

 

 

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7 hours ago, Guest Kalasnokov said:

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

AmbushAmbush can be useful during laning phase and when poking your enemy here and there, but in teamfights, you cannot afford being immovable, and even though Hover Siege ModeHover Siege Mode helps with it quite a lot, you still have to have a reliable way of running away if you end up losing the fight.

7 hours ago, Guest Kalasnokov said:

wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

You would still need to use Siege ModeSiege Mode again, which is the main issue of AmbushAmbush. I haven't tested it extensively though, so I'll try it out.

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Guest Crtsoboro

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

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On 5. 4. 2017 at 2:51 AM, Guest Crtsoboro said:

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

While First StrikeFirst Strike does provide a bigger damage bonus than Giant KillerGiant Killer, it also requires you not to have taken damage in the last 5 seconds, which makes the talent way too unreliable and that is the reason it should not be taken. 
Graduating RangeGraduating Range has a similar downside as First StrikeFirst Strike, and that is to be safe for a longer period of time, which is again not reliable enough in a dynamic game that is Heroes of the Storm. However, I have to say that after trying Graduating RangeGraduating Range out, I have to admit that it is good against slow team with minimum reach, though I do not encounter teams like that often enough to pick it more often than Hover Siege ModeHover Siege Mode.
Orbital BFGOrbital BFG is in my opinion too random to be taken on level 20 over Nexus FrenzyNexus Frenzy. I personally prefer Blunt Force GunBlunt Force Gun over Napalm StrikeNapalm Strike, but I do feel the Blunt Force GunBlunt Force Gun is weaker in teamfights due to its big cooldown compared to its relatively low damage (especially later on, as it scales by 1.03 rather than 1.04 per level).

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I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

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15 hours ago, Fransoa said:

I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

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21 hours ago, positiv2 said:

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

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4 minutes ago, Fransoa said:

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

Sieging up, taking a shot and unsieging with AmbushAmbush will result in less damage than taking Advanced ArtilleryAdvanced Artillery and auto-attacking for the same amount of time.
You can siege up every now and then, but sieging up frequently will often cause troubles. That's one of the reasons why AmbushAmbush is not that powerful.

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Blunt Force Gun is said to be a Q in the abilities section and all of its tooltips on the website

Edited by EDL666
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Guest Broockle

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

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On 9/30/2017 at 1:12 PM, Guest Broockle said:

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

But I strongly believe Blunt Force GunBlunt Force Gun is almost useless compared to Napalm StrikeNapalm Strike. Yes, it's good in some specific situations, but not in matches as a whole. This means that even if you miss BFG for a specific moment or too, this will be more than compensated in the rest of the match. Besides, Advanced Lava StrikeAdvanced Lava Strike is an absolutely terrifying talent, as it allows you to poke enemies and deal heavy amounts of damage without any fear of retribution at all. This reminds me of FlamethrowerFlamethrower, which allows Kael'Thas do deal lots of AoE damage from such a ridiculous distance that the enemy will have much difficulty countering you. Since both Kael'Thas' and Hammer's damage outputs are calculated around the fact that they have limited mobility, the added cast range means you have a devastating amount of damage in your hands.

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50 minutes ago, mctanaka said:

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

A key skill of a Sgt. Hammer player, even if not reflected in the guide, is knowing when (not) to use ThrustersThrustersHyper-Cooling EnginesHyper-Cooling Engines is pretty much a talent that gives you more space for mistakes, but ultimately not giving you a great advantage over using ThrustersThrusters more carefully, while First AidFirst Aid lets you stay longer in the fights and doing more damage, while also leaving you with an escape mechanism in the form of ThrustersThrusters in case things go downhill too quickly.

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With that rework, the guide needs some serious review because I have a feeling that Hammer is pretty damn good now, with way more flexibility, more survivability and less feeling like a one-pony trick.

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Really? I feel she is a lot weaker now. The only thing stronger about her is her siege damage with Maelstorm rounds.

Siege mode is now stronger at the severe cost of her tank mode, which should be your main form. However, the stronger Siege mode is not even good in teamfights. In fact, it's worse in teamfights due to her not having First Aid and Stoneskin.

I thank Blizzard for a better Siege Mode, but Tank Mode is gutted. The only fair change is to give Tank Mode 50% faster cooldowns. Afterall, it feels as if I am 10 levels stronger in Siege Mode, but then again, I can't move. So what am I? 5 power levels below the average hero?

Read this comment (btw, I totally disagree with Orbtial BFG. Everyone knows that Orbtital BFG takes way too damn long to punish a competent team.)

hammer rework response.PNG

Edited by Trensicourt
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I want to add that at 16 Mechanical Know-howMechanical Know-how is a trap talent. Either you use it right when you need armor, which means you need to bail out, because you are focused, or you are using your defensive ability for the potential of doing more damage, because it's not even guaranteed to proc.

And yes, Hammer was gutted. RIP

Edited by SleepySheepy

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For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

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On 11/30/2017 at 8:19 PM, EDL666 said:

For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

"Huh?? What the hell do you mean??"

As any reasonably experienced player knows, it is nigh impossible to stay for more than a few seconds sieging enemy structures on your own, because that is the time it takes for the other team to counter-attack and proceed to gank you. If you take more than a few seconds, you will be ganked by 3, 4 and sometimes even all 5 heroes, which means even ThrustersThrusters might not be enough to save you. This means that even when playing with Sgt. Hammer, you get at most 10 seconds to siege the enemy fort, and though every second counts in HotS, this time is simply too meagre. On top of that, as my experience shows, 10 seconds is the max time you get; often the other team takes as little as 5 seconds to counter-attack, and sometimes you cant' barely enter siege mode because the other team is paying attention to you and has some kind of defense previously set up. Even nibmble pushers like Sylvanas can't afford the luxury to stay for more than a few seconds on a given fort/keep, because even Sylvanas' mobility is not enough to guarantee an escape, depending on the extent of her overextension. As @Trensicort noted, a good Hammer player should stay most of the time in tank mode - especially once you reach lvl 10 and get Napalm StrikeNapalm Strike.

By the way, I always thought Hyper-Cooling EnginesHyper-Cooling Engines was overpowered. I completely disagree with @positiv2 on this point: the strength of Hyper-Cooling EnginesHyper-Cooling Engines was not to give more room for mistakes; it's that it allowed you to have a nearly-global presence in the map, even larger ones, so you could "split-siege" AND take part in team fights with impunity. Think of it in these terms: ThrustersThrusters last for 4 seconds, meaning Hyper-Cooling EnginesHyper-Cooling Engines made them available every 11 seconds. 60% move speed every 11 seconds which is not interrupted by taking damage? Holy carp!

Given that, as explained above, you have at most a few seconds to siege a fort, Hyper-Cooling EnginesHyper-Cooling Engines was essential to siege effectively (ironically as it sounds), as you could switch between forts and give a hell of a headache to the other team, since it forced them to pay attention to more forts. No wonder this talent was deleted. The only reason it was not as overpowered as it was supposed to be is that most Sgt. Hammer players were simply too incompetent to take full advantage of it or notice its potential. I lost count of the times I killed Hammers who thought they would get away with it merely because they had First Aid - my team usually knew that hammer had healing, so our ganks did not revolve around burst damage, but rather on CC combos.

"But, hey, I get to flatten the enemy forts and even keeps! How come I get so much more time?"

If you are able to flatten enemy forts and keeps in siege mode, either you are playing against the AI, or the other team is really, really, REALLY novice - the kind of team which enters 3x5 or even 2x5 team fights.

Edited by mctanaka

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3 hours ago, mctanaka said:

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

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1 hour ago, EDL666 said:

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

I think it has to do with the experiences with solo pushing. I have never been able to stay for more than a few seconds solo-pushing regardless of the Hero, unless the other team was completely inept. Sgt. Hammer has one of my lowest "timers" for solo-pushing. Maybe I had the bad luck to always be matched against Hammer-haters. :-D

(Or maybe it's bad luck in general; more often than not, my teammates are of the kind who engage 2x5 team fights, or are suicidal assassins who then proceed to blame me because I did not heal them - you know, that kind of stuff.)

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On 10/18/2019 at 1:09 AM, Guest Fire said:

Is there a reason for removing the siege build?

I believe that the Siege Build was renamed to Standard Build, rather than removed.

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Guest Fire
On 10/24/2019 at 9:58 PM, positiv2 said:

I believe that the Siege Build was renamed to Standard Build, rather than removed.

No no. The Siege Build was completely different. 

This was the old: Siege Build

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On 10/28/2019 at 9:26 AM, Guest Fire said:

No no. The Siege Build was completely different. 

This was the old: Siege Build

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

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1 hour ago, Oxygen said:

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

Yes YES! I'd like old siege Zagara back. Nothing like taking down towers within 1min of a game start.

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      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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