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Hindsight 101: Belated Varian BlizzCon Hands-on & Discussion

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Oxygen talks about his Varian experience at BlizzCon - a month late! Did the first Multiclass Hero live up to his (non) expectations?

 

If you're familiar with my BlizzCon-related work, you might know that I generally produce a few article about my hands-on experience with the announced and upcoming heroes for Heroes of the Storm. And you may have noted that I hadn't published anything about Varian. Why? Blizzard played a naughty joke on me by announcing that Varian would also be available for all to play on the PTR - a mere two days after BlizzCon - making my so-called experience rather moot. I refuse to see my work go to waste. Given that I made some rather bold assumptions in this article, I'd like to play a game of hindsight 20/20 or, "was Oxy wrong, and how wrong was he?", if you will.

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Intro and Design

Varian is one of the two Heroes announced at BlizzCon 2016. He represents the World of Warcraft Warrior class in Heroes of the Storm, just as the Hunter is represented by Rexxar, the Mage by Jaina and Kael'thas, the Warlock by Gul'dan, and so on. Accordingly, he is labeled as a Warrior. However, he also happens to be the first true ''hybrid'' Hero to be brought into the game, being able to be played as tank, bruiser, or Assassin. This is defined by his Heroic ability choices, which offer significant passive boosts to his health, attack damage, or attack speed, respectively, at the cost of other stats.

In fact, this ability to specialise as such is the Hero's main defining point. Although his learning curve is not particularly steep due to the simplicity of his kit, Varian's true depth comes from his talents. Each tier has you make decisions that broadly impact the way you will play the Hero following these decisions. Varian puts your ability to assess game flow, proper counter-picking, and team needs to the test.

Right off, I'm not sure why I said Varian was labeled as a Warrior when he's rather clearly labeled as Multiclass. Regardless of this minor mistake, I seem to have overestimated just how much "depth" Varian's talents actually have. Most players nowadays have a pretty clear idea of what they'll be doing the second they pick Varian, and hotslogs confirms that there isn't all that much variety in his builds. 

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Lion's Fang (Q) is a simple projectile that travels in a line, piercing enemies and dealing some damage on top of reducing the movement speed of struck foes. Lion's Fang is a pretty (disappointingly) literal copy-paste of Rexxar's Birdy toss. The related quest significantly improves its damage and doubles the slowing effect and adding a bit of duration to it, making it quite a bit more zingy. You can't really go wrong with slowing stuff in a line, but beyond this, the ability is not particularly interesting. It is pretty important to land it after Charge so that the slow may improve your basic attack uptime. Although the ability can be used to help you with waveclearing, its damage is so low that I would probably not leave Varian in any lane for an extended period of time.

Although there isn't much to add to this factual bit, I think it is pretty important to mention that Varian indeed turned out to be one of the worst early game (and laning) hero to date. I'll touch on this a bit futher down.

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Parry (W) reduces the damage of all incoming basic attacks by 100% for 0.75 seconds, and has two charges. This ability is very (very!) reminescent of Illidan's Evasion. At level 4, you can choose to make Parry reduce ALL damage taken by 100%, making it infinitely better. Since its duration is so short, you need some pretty good reflexes to make proper use of that one. As an interesting sidenote, it works against buildings and Mercenaries, notably, the Boss.

It should be noted that Parry was actually buffed significantly between BlizzCon and the PTR version of Varian. Although I was trying to give the ability some credit, using its 0.75 seconds duration to its fullest was rather... lacklustre at best.

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Charge (E) sends you running at the enemy target of your choice, dealing a bit of damage and applying a potent but short snare. More or less like Kharazim's Dash, sans the ability to target allies, and with a much shorter range. A level 4 choice turns the snare into a 0.75 seconds stun and halves its otherwise pretty long cooldown, making it an excessively reliable interruption, soft engaging, and chasing tool. But not much else.

It is interesting to note that Charge was also changed between BlizzCon and the PTR, with a 33% increase to the snaring and stunning (assuming Warbringer) effects.

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Heroic Strike (Trait) makes your first attack every 18 second deal a signficant amount of bonus damage. Following basic attacks reduce the cooldown of Heroic Strike by some 2 seconds. The animation is pretty cool, and the damage is definitely welcome. Heroic Strike allows Varian to deal a reasonable amount of burst damage following Charge, but is especially useful while clearing out Mercenary Camps. There's not much to that one; just make sure you don't waste your attack against irrelevant targets before actually engaging.

Taunt (R1) forces the targeted Hero to attack you for 1.25 seconds. Its range being essentially melee, I'd often follow a charge up with this so as to totally disable my target for 2 seconds. This talent also increases your life pool by a measly 50%, at the cost of reducing your attack speed by 25%. If you hadn't guessed, this is what you go to become a tank - or try to, anyway.

Colossus Smash (R2) causes you to dash to the target, slamming them for a decent amount of damage and a 3-second Vulnerability (25% damage taken increase from all sources) effect. It also passively increases your attack damage by 75%, at the cost of losing 10% of your health. This one lets Varian deal a scary amount of burst damage, as the increased basic attack damage is strongly reflected in Heroic Strike's own damage. All of which is then multiplied by the Vulnerability effect provided by Colossus Smash. Just make sure you have an exit strategy for this one, because you will be as frail as Varian gets.

Twin Blades of Fury (R3) does not have an activated ability attached to it, making it the first entirely passive Heroic ability. Instead, it provides a hefty 100% extra attack speed, at the cost of 25% attack damage. This is offset by the fact that the talent also increases your movement speed by 30% whenever you hit something, and causes your basic attacks to reduce the cooldown of Heroic Strike by 9 (!) seconds per hit. In other words, you'll be critically hitting your target every 3rd attack, not unlike Samuro. Combined with Second Wind, Twin Blades grants you some supreme self-sustainability. You just need to be able to attack your intended target a lot, which can be difficult. This talent also scales extremely well with the High king's Quest due to the interaction of flat damage and high attack speed.

Not much to say here, although I would like to underline some of my cynical bit regarding Taunt. A lot of players were excited about the prospect of completely disabling a chosen target for 2 (now 2.25) seconds. I was skeptical, as it meant giving up so much of everything else. Time would prove me right; Taunt Varian peaked at some 39% global win rate, and was extremely underwhelming (read: it lost) in the few competitive matches we did briefly see Varian come off the bench.

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Gameplay and Impressions

Is simple complexity not an oxymoron? Varian's kit is dreadfully simple - I'd almost say cripplingly. I simply can't help but feel that it'll be very difficult for Varian players to stand out through the use of his abilities. There's only so much you can do with a targeted charge and line damage. This is also problematic from an animation standpoint; there isn't really anything ''big'' or impressive to build upon. The contrast between Varian and Ragnaros, from this standpoint, is staggering.

I think we can all agree on this point; Varian is definitely one of the more accessible heroes currently available, and his (updated) Taunt build is currently pretty effective for how simple it is to run. Don't get me wrong - simple characters are great for new players, but I personally felt - and still feel - that Varian is about as low as it is reasonable to be in terms of skill floor and ceiling.

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Another big issue: Mana. Why does he have it? Warriors are the epitome of the not-mana archetype. It would feel good, too, to stack up Fury or rage or what-have-you in a Sonya-esque fashion, allowing you to unleash a barrage of Lion's Fangs, Parry a significant number of attacks, or repeatedly Charge at an intended kill target. During my several play sessions, I would often find myself running out of the stuff; this is definitely due to the level 7 talents providing large amounts of self-sustain. I'd always be full on health, and without a blue bar. That's annoying, and completely out of character.

After writing the article, I did have the chance to discuss (over dinner!) with an unnamed Blizzard hero design dev. He basically agreed with me, though underlined that taking mana away from so many characters might lead the game in a direction they weren't necessarily anticipating, or at least, crafting around. I boldly suggested taking Varian's mana to Samuro, because Blademasters were certainly known for building specifically so as to reduce mana usage. The whole discussion was rather interesting, to say the least.

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My favourite thing about the character is without a doubt how significant every talent tiers feel. Varian probably has the best-designed talent tree in the game, and although I understand it is part of his design intent, I feel he should be used as a template for future releases. We all know that feeling when you get to pick up that build-defining talent, right? Varian gives you that feeling at every tier. The individual talent design is pretty clever, too - and it had to be. All of the talents work for all of the 3 ''specs'' you can go into.

I'm going to have to disagree with myself here; Ragnaros has an awesome talent tree because it allows you to aggressively adapt to your opponents. With Varian, I often feel like I'm struggling to see what I can get away with doing. And unfortunately, since the recent changes to the hero, that often ends up being "Just go Taunt". Yes, we do get to make big choices at level 4 and 16, but are they really interesting choices? I don't personally feel so. They're simply natural responses to what your opponents are playing, not depthful playstyle or game changers.

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Role-wise, I feel like he fits the bruiser niche generally filled by The Butcher, Sonya, and Illidan. The issue, however, is that his Mercenary Camp clearing speed is abysmal in the early stages of the game due to your main damage source being gated behind Heroic abilities, and to sustain only coming online at level 7. His waveclear is even worse. He just feels terrible in the early stages of the game, but his design essentially makes it impossible to give him significant damage anywhere before 10, because any such boost would end up multiplying with the Heroic Assassin specs. It's a bit messy, to say the least, and would probably mean that he can never be a truly competitive pick. And even later on, when he can actually start doing things, he feels on the undertuned side. You'd wish he'd take some power away from Ragnaros to balance out the two somehow. In the end, however, I just don't feel like he's fun to play. Something is missing somewhere, but I can't quite put my finger on it.

A Meta Reject

In the last paragraph, I drew a comparion between The Butcher, Sonya, Illidan, and Varian in terms of in-game role. I cannot currently foresee Varian outperforming any of these Heroes. Undertuning might be a factor, but his early game deficiencies are simply too significant when he can't be roaming. The other Heroes mentioned here already see limited play in this meta despite being deemed balanced or even strong. I know what you're thinking, however: Oxy, does the ability to adapt not have any intrinsic value? To which I'll respond: Yes, it does. But you also sacrifice something for this. The most obvious problem is the early game (can I overstate this?), before you get to actually specialise, but once you do specialise, what then? Whether he's a tank or a damage dealer, Varian still does the same stuff: Charge in, most likely as a follow-up or to lock someone that's out of position, deal a bit of damage, either Taunt or Colossus Smash a value target, get a kill (or not)... but then, you're gated by really long cooldowns. His basic attacks are decent, thanks to Heroic Strike, but nothing to write home about. His survivability is mediocre, even in tank mode; having a tonne of health, as we've learned from Diablo, generally isn't even enough to be actually considered tanky. And if his numbers do see an increase, I feel he might just be frustrating to play against given how little counterplay room there is against him. Something fundamental might need to change about him if he is to see any serious viability. I guess that explains why he ends up... Legion spoiler alert...

 

dying.

Interestingly enough, Varian's Twin Blades of Fury build ended up being the build to beat by a large margin. In other words, I was wrong; it does happen to the best of us. Despite an abysmal early game (and regarding this, I was right!), Warbringer (which was shortly nerfed) and a ridiculous level of self-sustain (which was shortly nerfed) were enough to make up for said abysmal early game performance. I still stand behind my comments regarding the hero's lack of depth, which, I feel, will bore many players and unfortunately make one of the Warcraft franchise's most iconic characters rather unpopular should he ever become undertuned. It is worth noting that Varian, after this latest balance patch, is currently is in a pretty good state, with at least one of his build (Taunt) hovering around 53% win rate. His two other builds stand at a respectable 6-7% behind, generally overshadowed by other bruisers and melee assassins.

In the end, I certainly respect the design decisions made for Varian. His overly simple base ability kit, however, seem to have made it very difficult to create meaningful talents for him. Case in point: the majority of his talents don't even affect his basic abilities. Those that touch Parry are generally ignored due to their defensive or outright underwhelming nature, overshadowed by those that affect Charge, as those tend to synergise so well together. Lion's Maw (level 1 talent for Lion's Fang) sees a good amount of play however, if not just for the fact that it turns a meek Lion Fang into a reasonable ability, and is the only talent that actually affects it. Again, I'd like to underline the attempts at straying a bit away from the typical talent design, but Heroes has too much design space to see a hero that has 3 extremely simple abilities that more or less already exist on other heroes.

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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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