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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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      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and 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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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