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Damien

Heroes of the Storm Gall

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So I heavily disagree with Twisting Neather being outright dismissed as an option. Shadowfury is an amazing heroic for taking down structures and does a great deal of single target damage when it hits, but it can be unreliable and has some pretty significant anti-synergy with upheaval (which throws all targets behind Cho). Twisting Neather does much less single target damage, but when combined with upheaval it can literally wipe entire teams. The fact that it has a built in wombo combo with upheaval is more then enough to warrant consideration. It's also a respectable AOE on it's own, but given it has a longer CD then upheaval, the two should pretty much always be used in conjunction. I will grant that twisting neather is pointless if Cho goes with the stun hammer.

 

Shove is another talent that deserves a second look. You know Vault, right? That Valla ability that instantly repositions you? Well Shove is basically that. It instantly repositions Cho'Gall wherever you want. This can be used to avoid skill shots, run away, as a secondary gap closer, and is all around extremely versatile in it's application. Granted, positioning is less important to Cho'Gall then it is to Valla, but the usefulness of giving them an instant dash should not be underestimated. It's especially useful at avoiding aoes like Johanna's circle and Jaina's Blizzard.

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So I heavily disagree with Twisting Neather being outright dismissed as an option. Shadowfury is an amazing heroic for taking down structures and does a great deal of single target damage when it hits, but it can be unreliable and has some pretty significant anti-synergy with upheaval (which throws all targets behind Cho). Twisting Neather does much less single target damage, but when combined with upheaval it can literally wipe entire teams. The fact that it has a built in wombo combo with upheaval is more then enough to warrant consideration. It's also a respectable AOE on it's own, but given it has a longer CD then upheaval, the two should pretty much always be used in conjunction. I will grant that twisting neather is pointless if Cho goes with the stun hammer.

 

Shove is another talent that deserves a second look. You know Vault, right? That Valla ability that instantly repositions you? Well Shove is basically that. It instantly repositions Cho'Gall wherever you want. This can be used to avoid skill shots, run away, as a secondary gap closer, and is all around extremely versatile in it's application. Granted, positioning is less important to Cho'Gall then it is to Valla, but the usefulness of giving them an instant dash should not be underestimated. It's especially useful at avoiding aoes like Johanna's circle and Jaina's Blizzard.

 

Good insight. After playing more, I've come to the same conclusion as you on both points. I'll be updating the guide shortly.

Here's a short clip featuring myself and Shove (and why I actually like the talent now): 

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Nice play on that Kerrigan there. As I mentioned in the Cho guide, Shove -> Z basically takes the place of Q as your dedicated escape, allowing for more offensive use of Q (I try to keep positioning related stuff in the Cho guide because it makes more sense). A couple other notes on Gall talents though.

 

For level 7, consider taking Dark Descent. 20% extra damage on Runic Blast is no joke and when combined with Runic Gauntlet it gives Cho'Gall patently ludicrous amounts of burst. Dark Descent is much stronger then your average snowball talent because getting 4 takedowns is trivial and will likely happen in your average teamfight. Cho'Gall is the perfect user of such an ability too, as your huge healthpool combined with your deceptive mobility options means that you simply should not be dieing, ever, so losing stacks is unlikely and rare.

 

As for level 4 talents, you have sold me on the joys of double back, however I will note that taking it does mean that your blobs won't go as far, which is a disadvantage if you want to play the long range poke game. Since Runic Persistence is an unadulterated piece of garbage, that leaves bomb's away, which gives your bombs a rather significant range upgrade. I'd say in most situations, double back is still probably better, but there is merit to playing the long range poke game (like trying to not die to leoric for instance).

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Nice play on that Kerrigan there. As I mentioned in the Cho guide, Shove -> Z basically takes the place of Q as your dedicated escape, allowing for more offensive use of Q (I try to keep positioning related stuff in the Cho guide because it makes more sense). A couple other notes on Gall talents though.

 

For level 7, consider taking Dark Descent. 20% extra damage on Runic Blast is no joke and when combined with Runic Gauntlet it gives Cho'Gall patently ludicrous amounts of burst. Dark Descent is much stronger then your average snowball talent because getting 4 takedowns is trivial and will likely happen in your average teamfight. Cho'Gall is the perfect user of such an ability too, as your huge healthpool combined with your deceptive mobility options means that you simply should not be dieing, ever, so losing stacks is unlikely and rare.

 

As for level 4 talents, you have sold me on the joys of double back, however I will note that taking it does mean that your blobs won't go as far, which is a disadvantage if you want to play the long range poke game. Since Runic Persistence is an unadulterated piece of garbage, that leaves bomb's away, which gives your bombs a rather significant range upgrade. I'd say in most situations, double back is still probably better, but there is merit to playing the long range poke game (like trying to not die to leoric for instance).

 

Yup, we've also started running Dark Descent, partly because it's easier to stay alive, and partly because we're just better at the hero. The Cho'gall buffs really helped his build diversity. I'll consign all of this in time.

 

I'm glad you started to appreciate Double Back. That thing is completely underrated, and I can understand why it seems like a poor choice at a first glance.

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So new patch brought good news and bad news. Good news is that bans are now a thing making it harder to counterpick Cho'Gall in ranked. Bad news is that reworked Tychus has level 1 Giant Slayer and is actually pretty hard to blow up, making him one of the few legitimate Cho'Gall counters. The worst news is that Cho'Gall is now bugged so that you cannot detonate rune bomb while using shadowbolt fury, pretty much eliminating his teamfight potential should you choose that ult (I'm personally partial to upheaval/neather, but the removal of a previously viable ulti is a nerf that cannot be understated)

 

imo these are the things that hard counter Cho Gall

 

1. Leoric: tanky, %health damage, and entomb all work to make this guy a nightmare to fight against as Cho'Gall, avoid at all costs.

 

2. Anub'arak: Cacoon takes Cho'Gall out of the fight for an unacceptable amount of time and is nearly impossible to avoid. Zagara is similarly troublesome, but unlike anub, she has no real mobility and is squishy, making her a fairly easy target for upheaval/neather. Anub has enough mobility and tankyness to avoid being bursted in this manner.

 

3. Tychus?: I need to play more games against reworked Tychus to be certain, but level 1 giant slayer + tankyness + self peel really harms Cho's ability to bully him in the early game.

 

 

I do not consider Rayner to be a counter to Cho'Gall simply because prior to level 10 you can literally walk all over him and he can't do much about it while later in the game he has no real way to avoid upheaval, bringing him into your team to get blown up before giant slayer becomes a factor. I actually consider him a rather poor choice to fight Cho'Gall.

 

I do not consider Butcher or Illidan to be counters because literally everyone loses 1v1 to them post 10 and Cho'Gall has plenty of tools to avoid being in a 1v1 situation with either of these foes. Cho'Gall has enough health to survive any burst these foes can bring against him and enough mobility to escape to wherever he needs to. Not to mention that auto attacks spent on Cho'Gall are auto attacks not being spent on your squishies, so getting focuesed by either of these heroes in teamfights is usually a recipe for victory (unless they are super ahead, in which case you just need to pray for a solid ambush to take them by surprise)

 

Hopefully Blizz will fix the ulti bug soon so that I can get back to stomping ranked with Cho'Gall.

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So new patch brought good news and bad news. Good news is that bans are now a thing making it harder to counterpick Cho'Gall in ranked. Bad news is that reworked Tychus has level 1 Giant Slayer and is actually pretty hard to blow up, making him one of the few legitimate Cho'Gall counters. The worst news is that Cho'Gall is now bugged so that you cannot detonate rune bomb while using shadowbolt fury, pretty much eliminating his teamfight potential should you choose that ult (I'm personally partial to upheaval/neather, but the removal of a previously viable ulti is a nerf that cannot be understated)

 

imo these are the things that hard counter Cho Gall

 

1. Leoric: tanky, %health damage, and entomb all work to make this guy a nightmare to fight against as Cho'Gall, avoid at all costs.

 

2. Anub'arak: Cacoon takes Cho'Gall out of the fight for an unacceptable amount of time and is nearly impossible to avoid. Zagara is similarly troublesome, but unlike anub, she has no real mobility and is squishy, making her a fairly easy target for upheaval/neather. Anub has enough mobility and tankyness to avoid being bursted in this manner.

 

3. Tychus?: I need to play more games against reworked Tychus to be certain, but level 1 giant slayer + tankyness + self peel really harms Cho's ability to bully him in the early game.

 

 

I do not consider Rayner to be a counter to Cho'Gall simply because prior to level 10 you can literally walk all over him and he can't do much about it while later in the game he has no real way to avoid upheaval, bringing him into your team to get blown up before giant slayer becomes a factor. I actually consider him a rather poor choice to fight Cho'Gall.

 

I do not consider Butcher or Illidan to be counters because literally everyone loses 1v1 to them post 10 and Cho'Gall has plenty of tools to avoid being in a 1v1 situation with either of these foes. Cho'Gall has enough health to survive any burst these foes can bring against him and enough mobility to escape to wherever he needs to. Not to mention that auto attacks spent on Cho'Gall are auto attacks not being spent on your squishies, so getting focuesed by either of these heroes in teamfights is usually a recipe for victory (unless they are super ahead, in which case you just need to pray for a solid ambush to take them by surprise)

 

Hopefully Blizz will fix the ulti bug soon so that I can get back to stomping ranked with Cho'Gall.

 

I've come to similar conclusions and will be updating the guide within the next few weeks. Thanks for the post - I more or less agree with most of it. I don't believe Tychus to be good against him, despite the true damage; that requires sustaining attacks, and with his short range, that's asking to get poked to the grave.

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http://eu.battle.net/heroes/en/blog/20099322/heroes-of-the-storm-patch-notes-april-19-2016-19-04-2016

 

"Gall can now properly cast Runic Blast while channeling Shadow Bolt Volley."

 

 

Praise the bug fix, Shadowbolt Volley is no longer terrible. Cho'Gall is viable again (still partial to upheaval/neather, but the removal of a viable ult always hurts).

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So I want to ask for your advice on something, what kinds of teamcomps does Cho'Gall like to play with and against? I've been playing more Cho'Gall then before thanks to bans + bug fix and I've notice that games generally come down to team comp/team cohesion more then anything else.

 

From my experiences, he can do well in 2 comps. First is the dive comp, just because he can Q in, hammer people around to disrupt their formation, and mop up the most out of position enemy. The other is the wombo comp, where he upheaval-neathers a large portion of the enemy team into himself and the rest of the team follows up for an easy wipe. I've found that he pairs extremely well with rehgar due to his burst heals, but he does not do so well with dedicated tanks like Johanna (just not enough damage). He's not great at being solo melee, so I feel like he needs a bruiser to help peel for the squishies.

 

The main guys I've had particular success with are Rehgar, Xul(Poison Nova has nice synergy with upheaval-neather and can make it difficult for the enemy team to recover. Also Bruiser with hard CC), Jaina, Medic, and KT.

 

As for bad games, generally he doesn't do so well against teams with multiple bruisers. Cho'Gall relies heavily on their abilities to deal damage and damage output decreases significantly when CDs are down. I wonder if there are playstyle adjustments to be made for different teamcomps. As mentioned before he doesn't like being the only tank very much, but if you have a hard tank like Johanna or Chen I've found the team just doesn't do enough damage.

 

What have your experiences with him been like as far as fitting him into teams go?

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I hope Blizzard give him a rework someday. All builds are the same bread and butter, he lacks diversity and the right tools to be a real threat. While he has great stage presence, having one less Hero on the team should make Cho'gall stronger as two heroes combined; yet he fails to deliver that. I love playing as Gall and I have a good friend who is an awesome Cho, but he doesn't have much presence in the meta and is so easily countered. That saddens me.

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On 5/14/2016 at 10:08 PM, WebBowser said:

So I want to ask for your advice on something, what kinds of teamcomps does Cho'Gall like to play with and against? I've been playing more Cho'Gall then before thanks to bans + bug fix and I've notice that games generally come down to team comp/team cohesion more then anything else.

 

From my experiences, he can do well in 2 comps. First is the dive comp, just because he can Q in, hammer people around to disrupt their formation, and mop up the most out of position enemy. The other is the wombo comp, where he upheaval-neathers a large portion of the enemy team into himself and the rest of the team follows up for an easy wipe. I've found that he pairs extremely well with rehgar due to his burst heals, but he does not do so well with dedicated tanks like Johanna (just not enough damage). He's not great at being solo melee, so I feel like he needs a bruiser to help peel for the squishies.

 

The main guys I've had particular success with are Rehgar, Xul(Poison Nova has nice synergy with upheaval-neather and can make it difficult for the enemy team to recover. Also Bruiser with hard CC), Jaina, Medic, and KT.

 

As for bad games, generally he doesn't do so well against teams with multiple bruisers. Cho'Gall relies heavily on their abilities to deal damage and damage output decreases significantly when CDs are down. I wonder if there are playstyle adjustments to be made for different teamcomps. As mentioned before he doesn't like being the only tank very much, but if you have a hard tank like Johanna or Chen I've found the team just doesn't do enough damage.

 

What have your experiences with him been like as far as fitting him into teams go?

Surprisingly enough, I find that Cho'gall works with and against most team compositions. I will, however, go ahead and (pompously) say that my typical partner and I play an excessively... solid Cho'gall. In a lot of cases, our win condition has quite literally been in getting a lot of value out of our heroic abilities (i.e. ripping 1-2 kills away), or reaching level 20 with Gift of C'thun. They're definitely key in winning with Cho'gall.

On 12/6/2016 at 6:06 PM, Valhalen said:

I hope Blizzard give him a rework someday. All builds are the same bread and butter, he lacks diversity and the right tools to be a real threat. While he has great stage presence, having one less Hero on the team should make Cho'gall stronger as two heroes combined; yet he fails to deliver that. I love playing as Gall and I have a good friend who is an awesome Cho, but he doesn't have much presence in the meta and is so easily countered. That saddens me.

One thing I find excessively important on Cho'gall is applying constant map pressure. As I see it, it generally takes two heroes to counter his pushing; play aggressively versus one hero, and get your poking game on point.

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Hey Oxygen, just took a look at your new guide. I have a few points of contention:

 

1. I'm shocked, shocked I say, that you have not seen the potential of the twilight nova + lead orb combo. Yes, it comes up late in the game, yes it requires you to give up multiple shadowflame talents, but it practically gives you apocalypse on a 6 second cooldown. Ok, that's a tiny exaggeration due to the shorter stun length, but the disruptiveness of a massive, nigh impossible to avoid aoe stun on a 6 second cd should not be underestimated.

2. I think you're underselling Ogre Rampage just a tiny bit. From my experience, it is not uncommon for cho'gall to come under focus fire at some point during a teamfight. However, just because you are under fire does not mean Gall should stop casting spells (obviously). Ogre Rampage allows Gall to continue dealing good damage even while Cho'Gall is being focused (also has nice synergy with the lead nova combo above).

3. Psychotic Break does have an application, largely the same one as it did before. If you're absolutely convinced that the game is going to end in approximately 60 seconds, then this talent is probably better then upgraded neather (debatable better then shadowbolt fury, but I don't think so). Being able to get in that extra 10 seconds of damage during the final teamfight can easily mean the difference between winning and losing.

4. Will of Cho/Will of Gall have one and only one application: If you're level 20, have not chosen shadowbolt volley, and have a reasonable suspicion that the next teamfight will not decide the game(generally this means neither side has lost a keep by level 20). In this scenario, you can increase your damage by a good 8 to 10 percent by the time you hit your next teamfight, which is probably better then the teleport talent (I only take neather with upheavel, so I haven't found the blink to be useful). Is this niche enough to elevate it to "situational"? Probably not, especially at higher levels, but it has a place.

 

Overall great guide. I've been using Double Back lately, but I should probably give runic persistence a try vs less melee heavy teams.

Edited by WebBowser

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21 hours ago, WebBowser said:

1. I'm shocked, shocked I say, that you have not seen the potential of the twilight nova + lead orb combo. Yes, it comes up late in the game, yes it requires you to give up multiple shadowflame talents, but it practically gives you apocalypse on a 6 second cooldown. Ok, that's a tiny exaggeration due to the shorter stun length, but the disruptiveness of a massive, nigh impossible to avoid aoe stun on a 6 second cd should not be underestimated.

Given the low duration of the stun, it feels like a channel cancelling ability more than anything. Besides, ShadowsnareShadowsnare provides stronger CC, which is why picking it over Leaden OrbLeaden Orb is recommended.

21 hours ago, WebBowser said:

2. I think you're underselling Ogre Rampage just a tiny bit. From my experience, it is not uncommon for cho'gall to come under focus fire at some point during a teamfight. However, just because you are under fire does not mean Gall should stop casting spells (obviously). Ogre Rampage allows Gall to continue dealing good damage even while Cho'Gall is being focused (also has nice synergy with the lead nova combo above).

It forces you to spam the trait, which can be difficult at times, and puts even more emphasis on the communication between Cho and Gall players. Even though Double TroubleDouble Trouble suffers from the same issue, it is much less significant and does not affect the damage output or defences by forcing you to spam the trait.

21 hours ago, WebBowser said:

3. Psychotic Break does have an application, largely the same one as it did before. If you're absolutely convinced that the game is going to end in approximately 60 seconds, then this talent is probably better then upgraded neather (debatable better then shadowbolt fury, but I don't think so). Being able to get in that extra 10 seconds of damage during the final teamfight can easily mean the difference between winning and losing.

Aside from sieging power, it has little use. And how often does the game end with only a few % left on the Core of one team? Very rarely, from my experience. This means you should go for the massive damage output of ShadowfuryShadowfury, especially if it helps with pushing core as well, as you can both defend your teammates from the opponent team saving core, while also being able to deal massive damage to the core at the same time.

22 hours ago, WebBowser said:

4. Will of Cho/Will of Gall have one and only one application: If you're level 20, have not chosen shadowbolt volley, and have a reasonable suspicion that the next teamfight will not decide the game(generally this means neither side has lost a keep by level 20). In this scenario, you can increase your damage by a good 8 to 10 percent by the time you hit your next teamfight, which is probably better then the teleport talent (I only take neather with upheavel, so I haven't found the blink to be useful). Is this niche enough to elevate it to "situational"? Probably not, especially at higher levels, but it has a place.

Not only it is a somewhat rare sight, but as every kill counts, as having 5v4 is often enough to push at least one keep. More importantly, once a teamfight happens, the ShadowfuryShadowfury allows you to win the teamfight somewhat easily, provided it doesn't go to waste, which can be sufficient to push all the way to core, given how long the respawn times are during the late-game.

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1 hour ago, positiv2 said:

Given the low duration of the stun, it feels like a channel cancelling ability more than anything. Besides, ShadowsnareShadowsnare provides stronger CC, which is why picking it over Leaden OrbLeaden Orb is recommended.

Since when was a 10-30% slow that hits 1 or 2 targets make for better CC then stunning the entire team for .5 seconds? When combined with Twilight Nova, it becomes very easy to consistently hit the entire team with the orb, and on a 6 second cooldown you can do this multiple times per fight. .5 seconds isn't oppressive, but in the world of stuns it's by no means short, and the fact you can hit the entire team with it easily and consistently is not something you can ignore.

It forces you to spam the trait, which can be difficult at times, and puts even more emphasis on the communication between Cho and Gall players. Even though Double TroubleDouble Trouble suffers from the same issue, it is much less significant and does not affect the damage output or defences by forcing you to spam the trait.

I think you're overestimating how long fights last. Let's make a few assumptions, shall we?

1. If Cho'Gall is not under heavy fire, then Ogre Rage will be active

2. Cho'Gall is generally not under heavy fire until after the enemy team has hard committed to the fight

3. Once the enemy team has hard committed to the fight, the fight will generally be over in about 10-15 seconds.

Under these assumptions, it's reasonable to suggest that during a teamfight, Cho'Gall will switch traits exactly once(due to the 5 second cooldown), which is when he comes under heavy fire. This is something Cho should be doing anyway, regardless of what talent Gall happened to have picked. It is unlikely that Ogre Rampage will require Cho'Gall to swap any more often then they do, because they really can't. The ability for Gall to continue outputting strong damage while under heavy fire, even for just a few seconds, is valuable (because teamfights generally only last a few seconds anyway).

Aside from sieging power, it has little use. And how often does the game end with only a few % left on the Core of one team? Very rarely, from my experience. This means you should go for the massive damage output of ShadowfuryShadowfury, especially if it helps with pushing core as well, as you can both defend your teammates from the opponent team saving core, while also being able to deal massive damage to the core at the same time.

Shadowfury is pretty much always optimal (unless you're literally on top the enemy core and ult is on CD). However, this talent is only available to those who pick shadowbolt volley at 10, meaning people with Twisting Nether will have to pick something else (none of the above is obviously not viable). The twisting nether upgrade is significantly weaker then the shadowbolt volley upgrade, which gives us reason to debate the value of the other two talents. Furthermore, sometimes you hit level 20 and you are quite literally on top of the opponent's core, which makes this talent much more attractive. Remember, you do not have to pick your level 20 talent before the game starts.

Not only it is a somewhat rare sight, but as every kill counts, as having 5v4 is often enough to push at least one keep. More importantly, once a teamfight happens, the ShadowfuryShadowfury allows you to win the teamfight somewhat easily, provided it doesn't go to waste, which can be sufficient to push all the way to core, given how long the respawn times are during the late-game.

If the game lasts for more then 1 teamfight, I'd argue that this is worth it over upgraded nether (I simply do not value having a teleport on your ultimate when upheaval should be doing the positioning for you and nether should never be taken with hammer). I agree that Shadowfury is better then this talent literally every time though.

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7 hours ago, WebBowser said:

Since when was a 10-30% slow that hits 1 or 2 targets make for better CC then stunning the entire team for .5 seconds? When combined with Twilight Nova, it becomes very easy to consistently hit the entire team with the orb, and on a 6 second cooldown you can do this multiple times per fight. .5 seconds isn't oppressive, but in the world of stuns it's by no means short, and the fact you can hit the entire team with it easily and consistently is not something you can ignore.

It's harder to evade, so you are guaranteed to get the slow, while withe the 0.5s stun, it can be somewhat easily avoided by more skillful players. So, a guaranteed 10-30% slow is indeed better than a coinflip 0.5s stun (so, not really "easily and consistently"), even with Twilight NovaTwilight Nova, which is something you should not take over the massive damage output of Searing ShadowsSearing Shadows.

And to quote the guide's description of Dread OrbDread Orb - "Any more than one such hit falls within the realm of luck or otherwise bad play from an opponent's part." So, Leaden OrbLeaden Orb might be a somewhat good pick in lower leagues and in Quick Match, as the skill is often quite low, it's not a consistent CC in higher leagues or against teams in QM that are playing to win.

Additionally, with Double TroubleDouble Trouble the slow gets applied much more quickly.

7 hours ago, WebBowser said:

I think you're overestimating how long fights last. Let's make a few assumptions, shall we?

1. If Cho'Gall is not under heavy fire, then Ogre Rage will be active

2. Cho'Gall is generally not under heavy fire until after the enemy team has hard committed to the fight

3. Once the enemy team has hard committed to the fight, the fight will generally be over in about 10-15 seconds.

Under these assumptions, it's reasonable to suggest that during a teamfight, Cho'Gall will switch traits exactly once(due to the 5 second cooldown), which is when he comes under heavy fire. This is something Cho should be doing anyway, regardless of what talent Gall happened to have picked. It is unlikely that Ogre Rampage will require Cho'Gall to swap any more often then they do, because they really can't. The ability for Gall to continue outputting strong damage while under heavy fire, even for just a few seconds, is valuable (because teamfights generally only last a few seconds anyway).

When Cho'Gall is under heavy fire, he usually is attacked in melee range as well. This means Cho usually uses Consuming BlazeConsuming Blaze, which means that you will be benefitting from Double TroubleDouble Trouble as well. 

However, when Cho'Gall is not under heavy fire, it's good to have Ogre RageOgre Rage up, which obviously makes Ogre RampageOgre Rampage a dead pick. However, if you are able to get the cooldown reduction bonus of Double TroubleDouble Trouble, especially if you have completed it, the damage output is about the same, but can be obtained without having to switch to Ogre HideOgre Hide, which helps if you want to use Shadow Bolt VolleyShadow Bolt Volley during the fight. 

Let's also not forget that Cho'Gall might not be under attack until the end of the fight, with the other heroes on your team dead, in which case Ogre RampageOgre Rampage isn't of much use anyway.

7 hours ago, WebBowser said:

Shadowfury is pretty much always optimal (unless you're literally on top the enemy core and ult is on CD). However, this talent is only available to those who pick shadowbolt volley at 10, meaning people with Twisting Nether will have to pick something else (none of the above is obviously not viable). The twisting nether upgrade is significantly weaker then the shadowbolt volley upgrade, which gives us reason to debate the value of the other two talents. Furthermore, sometimes you hit level 20 and you are quite literally on top of the opponent's core, which makes this talent much more attractive. Remember, you do not have to pick your level 20 talent before the game starts.

Well, the case you describe, it does indeed seem better to take Psychotic BreakPsychotic Break, but let's be honest - it's not exactly a common situation. Shifting NetherShifting Nether allows you to win teamfight somewhat more easily, as you don't give the opposing heroes (that get countered by CC) enough time to run, allowing your team's diver to take the kills, significantly reducing the damage dealt by the opposing team, because the heroes that get countered by CC are usually assassins. This gives you more time or more heroes to push the core, resulting in a similar situation, though with a few differences - the power during fights is higher, but you are less likely to get to the core and push it like you would be with Psychotic BreakPsychotic Break, but the question is - how much less likely are you?

7 hours ago, WebBowser said:

If the game lasts for more then 1 teamfight, I'd argue that this is worth it over upgraded nether (I simply do not value having a teleport on your ultimate when upheaval should be doing the positioning for you and nether should never be taken with hammer). I agree that Shadowfury is better then this talent literally every time though.

If the Cho'Gall chose Twisting NetherTwisting Nether, but the power has shifted from assassins to tanks (early-game-focused assassins, late-game-focused tanks), and the game is not nearing end, then The Will of GallThe Will of Gall seems like a solid choice, but again, it is not exactly a common sight to have pushed no keeps by level 20, or at least not in my games.

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16 hours ago, positiv2 said:

It's harder to evade, so you are guaranteed to get the slow, while withe the 0.5s stun, it can be somewhat easily avoided by more skillful players. So, a guaranteed 10-30% slow is indeed better than a coinflip 0.5s stun (so, not really "easily and consistently"), even with Twilight NovaTwilight Nova, which is something you should not take over the massive damage output of Searing ShadowsSearing Shadows.

And to quote the guide's description of Dread OrbDread Orb - "Any more than one such hit falls within the realm of luck or otherwise bad play from an opponent's part." So, Leaden OrbLeaden Orb might be a somewhat good pick in lower leagues and in Quick Match, as the skill is often quite low, it's not a consistent CC in higher leagues or against teams in QM that are playing to win.

Additionally, with Double TroubleDouble Trouble the slow gets applied much more quickly.

I agree that you are giving up a lot of single target damage by going Twilight Nova over Searing Shadows, however in terms of AoE damage the two builds are actually pretty comparable. Granted, generally it's better to deal 75% of a single hero's health then it is to set the entire team to 50%, but throw in a large, difficult to avoid stun just 3 levels later and suddenly the AoE build starts having some serious application. From experience I can say that a twilight nova powered dread orb is very difficult to avoid during a teamfight, just because of the wide spread it covers, and is pretty much guaranteed to hit multiple heroes, if not the entire team. I would not recommend Leaden Orb if you do not have Twilight Nova though.

When Cho'Gall is under heavy fire, he usually is attacked in melee range as well. This means Cho usually uses Consuming BlazeConsuming Blaze, which means that you will be benefitting from Double TroubleDouble Trouble as well. 

However, when Cho'Gall is not under heavy fire, it's good to have Ogre RageOgre Rage up, which obviously makes Ogre RampageOgre Rampage a dead pick. However, if you are able to get the cooldown reduction bonus of Double TroubleDouble Trouble, especially if you have completed it, the damage output is about the same, but can be obtained without having to switch to Ogre HideOgre Hide, which helps if you want to use Shadow Bolt VolleyShadow Bolt Volley during the fight.

So fun fact, a skill's damage is actually calculated right when the ability is cast, and will not change even if Gall were to suffer from an ability power reduction while the skill is still out. What this means in practice is that as long as you cast your orbs and shadowbolt volley/twisting nether before cho activates ogre hide, you still get the full benefit of ogre rage. Since Shadowbolt Volley is optimally cast before everyone is on top of you (the closer people are, the easier it is for them to dodge the laser), this is fairly easy to accomplish. If a teamfight lasts long enough for you to swap from Ogre Rage to Ogre Hide and back to Ogre Rage, then you probably are winning because this would mean that you came under heavy fire but did not die. I still maintain that picking Ogre Rampage should not change how Cho'Gall utilizes their talent.

Let's also not forget that Cho'Gall might not be under attack until the end of the fight, with the other heroes on your team dead, in which case Ogre RampageOgre Rampage isn't of much use anyway.

This, however, is a fair knock against Ogre Rampage. If you find yourself not switching to Ogre Hide during teamfights for whatever reason, then this talent is bad.

Well, the case you describe, it does indeed seem better to take Psychotic BreakPsychotic Break, but let's be honest - it's not exactly a common situation. Shifting NetherShifting Nether allows you to win teamfight somewhat more easily, as you don't give the opposing heroes (that get countered by CC) enough time to run, allowing your team's diver to take the kills, significantly reducing the damage dealt by the opposing team, because the heroes that get countered by CC are usually assassins. This gives you more time or more heroes to push the core, resulting in a similar situation, though with a few differences - the power during fights is higher, but you are less likely to get to the core and push it like you would be with Psychotic BreakPsychotic Break, but the question is - how much less likely are you?

If the Cho'Gall chose Twisting NetherTwisting Nether, but the power has shifted from assassins to tanks (early-game-focused assassins, late-game-focused tanks), and the game is not nearing end, then The Will of GallThe Will of Gall seems like a solid choice, but again, it is not exactly a common sight to have pushed no keeps by level 20, or at least not in my games.

What exactly is Shifting Nether giving you that Upheaval, a talent Cho probably took 10 levels earlier, is not? All Shifting Nether does is position yourself into the middle of the enemy team for optimal ult damage, but Upheaval already does that, and does a better job at it too (it's safer, goes out further, and puts your teammates in position as to unload as well). I earnestly consider Shifting Nether to be a worthless talent, which is why I'm bringing up these two exceedingly situational talents at all, and before you mention that Cho might pick hammer... no, just no. If Cho picks hammer, you should not be running nether because it then becomes nearly impossible to get a good nether until 20, and you simply cannot go 10 levels with a useless ult and expect to win.

 

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15 hours ago, WebBowser said:

I agree that you are giving up a lot of single target damage by going Twilight Nova over Searing Shadows, however in terms of AoE damage the two builds are actually pretty comparable. Granted, generally it's better to deal 75% of a single hero's health then it is to set the entire team to 50%, but throw in a large, difficult to avoid stun just 3 levels later and suddenly the AoE build starts having some serious application. From experience I can say that a twilight nova powered dread orb is very difficult to avoid during a teamfight, just because of the wide spread it covers, and is pretty much guaranteed to hit multiple heroes, if not the entire team. I would not recommend Leaden Orb if you do not have Twilight Nova though.

I happened to play a game against Cho'Gall with the 2 core abilities you are advocating - Leaden OrbLeaden Orb and Twilight NovaTwilight Nova, and I managed to get one time by the stun (was playing Gul'dan), and my friend playing Dehaka got stunned by the Leaden OrbLeaden Orb about 3 times total, which is, out of 22-level-long game, quite insignificant, and is the biggest reason not to pick it - it is hard to land, even in teamfights, as I had the opportunity to experience. It's good as a waveclear, but that's not why Cho'Gall should be picked. 

Yeah, the synergy between the two talents is good, so much that I do feel they are tied together - one should never pick one of the two talents without picking the other, indeed.

Then again, I had a good team that was able to evade most of the skillshots, not only Gall's Dread OrbDread Orb, so maybe the build works in lower skill brackets where the players don't really have the idea what they're supposed (not) to do. Does it?

15 hours ago, WebBowser said:

So fun fact, a skill's damage is actually calculated right when the ability is cast, and will not change even if Gall were to suffer from an ability power reduction while the skill is still out. What this means in practice is that as long as you cast your orbs and shadowbolt volley/twisting nether before cho activates ogre hide, you still get the full benefit of ogre rage. Since Shadowbolt Volley is optimally cast before everyone is on top of you (the closer people are, the easier it is for them to dodge the laser), this is fairly easy to accomplish. If a teamfight lasts long enough for you to swap from Ogre Rage to Ogre Hide and back to Ogre Rage, then you probably are winning because this would mean that you came under heavy fire but did not die. I still maintain that picking Ogre Rampage should not change how Cho'Gall utilizes their talent.

That's something I actually did not know. Thanks!

From experience, past lvl-20 with ShadowfuryShadowfury, Shadow Bolt VolleyShadow Bolt Volley is incredibly strong if you lose a teamfight and the opponent are nearing you while you move slowly away, forcing your opponents to go into some kind of cone or a line as they try to chase you, giving you the highest and easiest damage. In this case, switching the trait doesn't do much either, as the opponents will often die or run away, not letting you to take advantage of the reduced cooldowns.

If Cho is unable to switch traits when stunned or silenced, it adds another danger and lowers the quality of the talent.

15 hours ago, WebBowser said:

What exactly is Shifting Nether giving you that Upheaval, a talent Cho probably took 10 levels earlier, is not? All Shifting Nether does is position yourself into the middle of the enemy team for optimal ult damage, but Upheaval already does that, and does a better job at it too (it's safer, goes out further, and puts your teammates in position as to unload as well). I earnestly consider Shifting Nether to be a worthless talent, which is why I'm bringing up these two exceedingly situational talents at all, and before you mention that Cho might pick hammer... no, just no. If Cho picks hammer, you should not be running nether because it then becomes nearly impossible to get a good nether until 20, and you simply cannot go 10 levels with a useless ult and expect to win.

It's not about in what way the talents are different, but how they work together - you port over to the enemy team and pull all of them to you with the UpheavalUpheaval, resulting in massive CC with a very good accuracy, allowing your team to pick of any of CC-sensitive heroes, and given the Twisting NetherTwisting Nether is not a trash talent only if the opposing team has a considerable amount of CC-sensitive heroes, you will often win the teamfight with this combo.

Twisting NetherTwisting Nether can also be picked as a follow-up to other AoE stuns or CCs, like Mosh PitMosh Pit, allowing you to stop the enemies for a very long time, while also allowing Cho to pick Hammer of TwilightHammer of Twilight, as you will be able to hit the Twisting NetherTwisting Nether without UpheavalUpheaval. Obviously there won't be any synergy between Cho's and Gall's ultimate abilities, and they  will have to be used separately, but with the two talents being strong in different situations, I do not think it is that bad.
It's fairly situational, as there aren't that many abilities that propagate the use of Twisting NetherTwisting Nether more than the use of Shadow Bolt VolleyShadow Bolt Volley

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8 hours ago, positiv2 said:

I happened to play a game against Cho'Gall with the 2 core abilities you are advocating - Leaden OrbLeaden Orb and Twilight NovaTwilight Nova, and I managed to get one time by the stun (was playing Gul'dan), and my friend playing Dehaka got stunned by the Leaden OrbLeaden Orb about 3 times total, which is, out of 22-level-long game, quite insignificant, and is the biggest reason not to pick it - it is hard to land, even in teamfights, as I had the opportunity to experience. It's good as a waveclear, but that's not why Cho'Gall should be picked. 

Yeah, the synergy between the two talents is good, so much that I do feel they are tied together - one should never pick one of the two talents without picking the other, indeed.

Then again, I had a good team that was able to evade most of the skillshots, not only Gall's Dread OrbDread Orb, so maybe the build works in lower skill brackets where the players don't really have the idea what they're supposed (not) to do. Does it?

 

hmmm, must be a skill bracket thing. In my bracket, you can fire off an apocalypse after the enemy hard engages, and most of them  will either fail to or be unable to dodge the runes before they go off. I do not know how frequently that happens in practice at your level of play, but perhaps something similar is happening here (I'll admit I'm not the world's most skilled player).  If it's that difficult to consistently land even with the two talents together, then it's probably only good as a wombo follow up similar to Diablo's apoc.

8 hours ago, positiv2 said:

That's something I actually did not know. Thanks!

That was literally the first thing I tested when the rework dropped because I misread the passive cd as .5 seconds and wanted to see how much I could abuse it (turns out the 5 second cd is very relevant)

8 hours ago, positiv2 said:

From experience, past lvl-20 with ShadowfuryShadowfury, Shadow Bolt VolleyShadow Bolt Volley is incredibly strong if you lose a teamfight and the opponent are nearing you while you move slowly away, forcing your opponents to go into some kind of cone or a line as they try to chase you, giving you the highest and easiest damage. In this case, switching the trait doesn't do much either, as the opponents will often die or run away, not letting you to take advantage of the reduced cooldowns.

That's a fair, if not rather specific situation. Personally, I think that situation comes up due to matchup inexperience then anything, as you should not be chasing Cho'Gall while shadowbolt volley is up. Honestly, if the shadowbolt build is in fact the optimal build (which at this point it may very well be), then this talent has little use not because it's a bad talent but because it conflicts with double trouble.

8 hours ago, positiv2 said:

If Cho is unable to switch traits when stunned or silenced, it adds another danger and lowers the quality of the talent.

I earnestly have no idea whether or not this is the case. This is actually kinda friggen important as there are several initiation abilities that do one of those two things (sylv ult, muradin hammer, Malf ult, Tyrande stun, Diablo's grab, ETC slide/ult, etc), and as a cho player I definitely want to know if I need to ogre hide before I get stunned or if I can do it whenever.

8 hours ago, positiv2 said:

It's not about in what way the talents are different, but how they work together - you port over to the enemy team and pull all of them to you with the UpheavalUpheaval, resulting in massive CC with a very good accuracy, allowing your team to pick of any of CC-sensitive heroes, and given the Twisting NetherTwisting Nether is not a trash talent only if the opposing team has a considerable amount of CC-sensitive heroes, you will often win the teamfight with this combo.

Twisting NetherTwisting Nether can also be picked as a follow-up to other AoE stuns or CCs, like Mosh PitMosh Pit, allowing you to stop the enemies for a very long time, while also allowing Cho to pick Hammer of TwilightHammer of Twilight, as you will be able to hit the Twisting NetherTwisting Nether without UpheavalUpheaval. Obviously there won't be any synergy between Cho's and Gall's ultimate abilities, and they  will have to be used separately, but with the two talents being strong in different situations, I do not think it is that bad.
It's fairly situational, as there aren't that many abilities that propagate the use of Twisting NetherTwisting Nether more than the use of Shadow Bolt VolleyShadow Bolt Volley

Both excellent points that I have not previously considered. Out of curiosity, what is your definition of a "CC sensitive hero?" I have found the upheaval/nether combo to be really strong if the enemy has multiple backline squishies that want to stay as far away from the fight as possible and want absolutely nothing to do with being in the middle of your team (hammer, tyrande, morales, rayner, etcetera). Are those whom you are referring to?

 

Thanks for discussing this with me, I learned a lot from talking to you.

Edited by WebBowser
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19 hours ago, WebBowser said:

hmmm, must be a skill bracket thing. In my bracket, you can fire off an apocalypse after the enemy hard engages, and most of them  will either fail to or be unable to dodge the runes before they go off. I do not know how frequently that happens in practice at your level of play, but perhaps something similar is happening here (I'll admit I'm not the world's most skilled player).  If it's that difficult to consistently land even with the two talents together, then it's probably only good as a wombo follow up similar to Diablo's apoc.

I decided to test the build with two friends of mine on Asian server, where we have very low levels, and it really works fine against unskilled opponents - they kept standing in the hitzones and kept getting stunned, and since we had Greymane with ExecutionerExecutioner, the damage output was really good. So, even though it was only one game, I think I can say that it does work well in lower skill levels, as the opponents had no clue what kept stunning them, apparently. However, since these builds need to work at higher levels/leagues, it was decided to mark both of the abilities "Not Recommended".

20 hours ago, WebBowser said:

you should not be chasing Cho'Gall while shadowbolt volley is up.

That's why they run away most of the time. However, if the fight was taking place in a corridor, the opponents sometimes do not have the opportunity to run away, in which case they don't even need to start chasing you.

21 hours ago, WebBowser said:

Out of curiosity, what is your definition of a "CC sensitive hero?"

Heroes that are pretty much dead when hit by strong CC (usually roots, stuns and slows) - hypersensitive to Crowd Control. Examples of these heroes are Falstad or Sgt. Hammer. 

21 hours ago, WebBowser said:

Are those whom you are referring to?

Yes, exactly that kind of heroes.

21 hours ago, WebBowser said:

Thanks for discussing this with me, I learned a lot from talking to you.

Thanks to you too! It's always exciting to see a knowledgeable player like yourself discussing aspects of the build in a constructive manner.
I learned a lot from you too, thanks!

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Guest payprplayn

Just a typo fyi: in the abilities section, it says that Ogre Rage turns off Cho's Ogre Rage [sic]. I'm pretty sure you meant Ogre Hide.

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45 minutes ago, Guest payprplayn said:

Just a typo fyi: in the abilities section, it says that Ogre Rage turns off Cho's Ogre Rage [sic]. I'm pretty sure you meant Ogre Hide.

Oh, thanks for pointing this out! Oxy will be fixing issues in bulk soon, so I will make sure he adds this onto his list.

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Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Yrel Base Avenging Wrath [E] Fixed an issue that caused Yrel's Avenging Wrath to be interrupted by Roots while being channeled. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Players can now party with unplaced players in Storm League. Haunted Mines has been added to Ranked. Return to Top
      Map Updates
      Hanamura Additional brush has been added in several locations. Warhead Junction Warhead's channel penalty on interrupt reduced from 10 to 5 seconds. Return to Top
      Balance Update
      Heroes
      Abathur
      Base
      Spawn Locust [D] Health reduced from 350 to 225. Locusts now heal for 20% of the damage they deal, and heal for 20% of their maximum Health when a nearby Minion dies. Talents
      Level 1 Envenomed Nests Armor reduction increased from 10 to 15. Locust Brood Moved from Level 16 to Level 1. Cooldown increased from 45 to 75 seconds. Level 4 (New) Slapathur Abathur's Basic Attacks now Stun non-Heroes and deal 500% additional damage. Level 10 Evolve Monstrosity Now displays as a Quest. Abathur now has a Monstrosity unit frame, for tracking Health and stacks of the unit. Level 16 Survival Intincts Moved from Level 1 to Level 16. Health bonus increased from 100% to 200%. Alexstrasza
      Base
      Dragonqueen [D] Cooldown now starts after Dragonqueen has expired. Cooldown reduced from 150 to 130 seconds. Talents that affect Gift of Life also apply to Breath of Life. Talents that affect Abundance also apply to Preservation. Breath of Life [Dragonqueen Q] Healing reduced from 20% to 15%. Preservation [Dragonqueen W] Healing reduced from 30% to 25%. Talents
      Level 1 Live and Let Live Now also provides 25% recharge rate for Breath of Life. Flames of Fury NEW MYTHIC REWARD: Hit an additional 40 Heroes without dying to cause Dragonqueen's duration to be refreshed when damaging an enemy Hero. Level 7 Life Blossom Now makes Breath of Life remove Slows and Roots. Transforming into Dragonqueen will no longer remove the collected Lifeblossom. Level 16 Draconic Dicipline No longer affect's Dragonqueen's duration. For each allied Hero healed with Dragonqueen's Basic Attacks, reduce the cooldown of Preservation by 1.25 seconds. Level 20 On Ruby Wings Rework: If at least 3 Heroes are in an area hit by a Fireball, that Fireball charge is not consumed. Ancient Flame Does not provide Quest stacks while active. Blaze
      Talents
      Level 1 Adrenaline Stim Active Attack Speed bonus reduced from 100% to 85%. Level 10 Bunker Drop Cooldown increased from 80 to 85 seconds. Cho
      Talents
      Level 1 Calloused Hide Health threshold required to trigger reduced from 60% to 40%. Level 7 Firestarter Cooldown reduction per Basic Attack increased from 1 to 1.5 seconds. Gall
      Talents
      Level 4 Rising Dread Bonus per bounce reduced from 25% to 20%. Bomb's Away No longer has a cap on stacks. Damage bonus per stack lowered from 5 to 4. Level 7 Double Trouble Shadowflame's cooldown reduction from Quest Reward increased from 0.5 to 1 second. Level 16 Leaden Orb Stun duration reduced from 0.75 seconds to 0.6 seconds. Chromie
      Base
      Dragon's Breath [W] Now shows a radius preview to enemies. Time Trap [E] Health reduced from 400 to 250. Talents
      Level 1 Once Again The First Time Quest requirement reduced from 40 to 20 stacks. Quest must now be completed without dying. Deep Breathing Damage per stack reduced from 1% to 0.5%. No longer has a cap on stacks. Level 4 Chronic Conditions Now also causes Time Trap to activate automatically upon touching an enemy Hero. Slow reduced from 30% to 20%. Movement Speed bonus reduced from 30% to 20%. Level 13 Here and There Range increased from 20 to 40. Snap targetting is now used. The Echo nearest the player's target position will be used. Diablo
      Base
      Shadow Charge Damage increased from 40 plus 130 with a collision, to 45 plus 140 with a collision. Fire Stomp Damage decreased from 12 on expansion and 36 on return to 11 on expansion and 34 on return. Overpower Damage increased from 73 to 80. Talents
      Level 7 Diabolical Momentum Cooldown reduction per Basic Attack increased from 1.5 to 2 seconds. Level 20 Dying Breath Cooldown reduction per Hero hit increased from 25 to 30 seconds. Lord of Terror Health stolen increased from 10% to 12% maximum Health. Genji
      Talents
      Level 1 Swift as the Wind Movement Speed bonus increased from 30% to 40%. Level 4 Strike at the Heart Damage increased from 134 to 142. Level 7 Perfect Defense Cooldown reduction per hit increased from 2 to 2.5 seconds. Level 13 Flow Like Water Cooldown reduction per hit increased from 3 to 4 seconds. Level 16 Final Cut Damage reduced from 125 to 115. Johanna
      Base
      Shield Glare [E] Cooldown increased from 12 to 13 seconds. Talents
      Level 10 Blessed Shield Cooldown increased from 60 to 65 seconds. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Stun's duration increase reduced from 0.5 to 0.25 seconds. Level 16 Blind as a Bat There is now a 0.2 second reactivation delay upon finishing 3 swipes of Fel Claws. This matches the time between other swipes. Qhira
      Base
      Blood Rage [W] NEW BASELINE QUEST: Deal damage to enemy Heroes with Blood Rage's bleed to permanently increase its damage by 0.5% per stack. Blood Rage's bleed damage reduced from 11 to 8. Revolving Sweep [E] Once attached, Revolving Sweep can no longer be detached by the target becoming Unstoppable. Talents
      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Meteor Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Range reduced from 35 to 20, but now it extends up to 35 over time. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Now applies a DOT that deals 88 damage per second for 5 seconds to impacted targets. No longer deals instant damage. Range reduced from 35 to 20, but now it extends up to 35 over time. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: Decrease the cooldown of Molten Core by 110 seconds when used on a dead Fort or Keep. In addition, the starting range of abilities in Molten Core are increased by 100% and will continue to grow. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
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