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Guest Karazax

It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

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It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

Falstad's waning popularity (both quick match, hero league, and tournament-wise) makes it pretty difficult to set a precedent for a better build. I'll certainly update it when we get to see more competitive play out of him.

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If there is enough dmg in team comp but a lack of / want for CC then this build is awesome:

http://www.heroesfire.com/hots/talent-calculator/falstad#klHA

 

So nice to dash in and push away half the team while the ones close by gets pummeled down by your own team.

Useful for pushing away enemy team from objectives etc.

 

It took a while, but players have finally figured out that Gust could be powerful. Our guides are made to represent the meta, not what I personally believe - so I'm glad to be able to write about the ability's newfound niche. Will update soon.

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Guest Michal

I would suggest that Gathering Storm(tier 1) to be optional or even recommended, specially for 2 lane maps and heavy burst builds. It is certainly easier to stack than Seasoned Marksman on those maps. Because let's not forget, it hits twice, so it is not that hard to add +25-50% to dmg of Hammerang. Also to state that, "later on, the occasions to use Hammerang are too few" is so wrong for any build, as it is main source of burst and CC.

 

 

Just pure math view, the raw dps growth of Gathering Storm is higher than from Marksman. From my exp it is average to gain 17-25 stacks of marksman and 90-150 stacks of storm. CD of Hammerang is 10sec, attack per/s is 1.43 = 7 attacks per 10sec.

 

- if we give marksman the biggest value (25) that is 7*25=175dmg or 175/10=17.5dps increase

- if we give storm the smallest value (90), Hammerang hits twice so it is 90*2=180dmg or 180/10=18dps increase

 

So even if we give marksman biggest expected value and to the storm smallest, storm wins, but only by a hair. Now comes the triumph: Hammerang can damage multiple targets, so when you are hitting more than one target (almost every-time), its pure dps increase is incomparable to the Seasoned Marksman.

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Guest JyronStone

Regarding the Aerie Gusts talent: the guide mentions the potential power Flow Rider could grant so long as Tailwind is kept active, but notes the prohibitive 6 second waiting period if you get so much as grazed. Aerie Gusts has synergy that the guide doesn't mention by reducing this to a two seconds downtime, allowing you to get more uptime from Flow Rider even against minor annoyances such as bouncing damage or objective minions. Taking the above post into account, this synergy also results in more potential opportunities to rapidly gain Gathering Storm stacks with Flow Rider's cooldown reduction in spite of these incidental damage ticks.

 

Was this indirect buff overlooked, or merely unmentioned and still considered inferior to Hammer Time/Overdrive for an offensive talent pick?

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Guest Wrexsoul

Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

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Guest Ubernaught

With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

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Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

 

I'll see to it, thanks for the comment.

 

With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

 

Good catch, thanks. I still wouldn't recommend Wind Tunnel over Epic Mount, however.

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Guest drawer

The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

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The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

 

Yup, I run that build myself. I'm in the process of updating all of the older guides, and this update is coming soon™.

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Falstad got a major rework, needs updated

It should be up in a few hours smile.png

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Guest Tonamy76

Both of these builds are trash.  Epic mount for lvl 20?  Way to nerf your damage output.  Also, while Gust may have a 60 second CD vs Blast, it does zero damage which is the point of an assassin.

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Guest Emergenza

JFYI: Gathering storm (L1) -> the bonus damage by hitting heroes with Hammerang has been decreased to 1,5 / hero (down from 2, as mentioned in your tooltip) =:o)

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Guest Tonamy76

Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

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On 8/13/2016 at 1:33 AM, Guest Tonamy76 said:

Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

The idea of the guide is that it should help you reach that level where you can exploit such builds.

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Guest Waffles

Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

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I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Edited by Mongrel

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On 8/29/2016 at 1:16 AM, Guest Waffles said:

Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

Good point. I'll see to it. Older guides need a bit of a brush up, to be fair.

On 8/30/2016 at 0:29 PM, Mongrel said:

I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Epic mount is epic, as the name implies.

Regarding Gust, I feel like it belongs in any comp. Being able to disengage at will (or force engages, if you fly behind opponents) is simply that valuable. Falstad is currently considered the best hero in the game by all 3 regions, and it is because of Gust entirely. I can't recommend anything else.

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Guest dyd

There are some interesting variations popping up with how pros build Falstad. Namely how Seasoned Marksman is sometimes taken in the Mage build (or how BOOMerang is taken in AA build, depends on how you look at it).

Pros seem to be taking BOOMerang consistently, even in AA builds (Seasoned Marksman + Hammer Gains + Giant Killer later). Falstad can potentially spend a lot of time solo laning, and BOOMerang dramatically improves his wave clear. With BOOMerang, he also has decent single target burst, which is where Secret Weapon really shines.

Pros seem to like this build (Seasoned Marksman on 1, Hammer Gains / Static Shield on 4, BOOMerang on 7, Giant Killer / Flow Rider on 13), especially in China and Korea.

Also I've never seen them take Updraft on 4. Never.

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On 2/6/2017 at 5:37 AM, Guest dyd said:

Also I've never seen them take Updraft on 4. Never.

I would imagine that it's because Updraft basically is a risk-reward talent. You can fully commit and dive to secure a kill with a burst-oriented build, but you then rely on either your teams competency or more commonly the enemy team's incompetency to retreat. 

It also lets you setup for bigger Gust setups, maybe catching an extra enemy for a second easy pick. Just my two cents!

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Isnt't Hinterland Blast at least a situationally good talent, for when you need more damage. I feel like the 25 second cooldown reduction for each enemy hit is huge, that means that it has 95 seconds cooldown if you hit one target, if you hit 3 or 4 which is somewhat doable, you put it on 45 and 20 seconds CD respectively which is insanely low for an ultimate of these proportions.

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10 hours ago, Fransoa said:

Isnt't Hinterland Blast at least a situationally good talent, for when you need more damage. I feel like the 25 second cooldown reduction for each enemy hit is huge, that means that it has 95 seconds cooldown if you hit one target, if you hit 3 or 4 which is somewhat doable, you put it on 45 and 20 seconds CD respectively which is insanely low for an ultimate of these proportions.

It's probably way too situational. In order to have bigger advantage from it than from Mighty GustMighty Gust, you would need to play against a team full of immobile heroes, your team would have to have a stun/root with a long duration, and you would need to have a lot of luck. The ability itself isn't bad, it's just that Mighty GustMighty Gust is much better.

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      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
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    • 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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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      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. 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
      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. 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. Diablo Base 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. 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. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. 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 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. 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. 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. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. 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. Return to Top
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