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Valeera Sanguinar on PTR Tomorrow

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Blizzard announced on Twitter that Valeera arrives on Public Test Realm tomorrow. 

Zul'jin got released without testing, but Valeera is hitting PTR soon and she will probably go live the week after. We'll be adding her abilities and talents once they become available. Remember, if you purchase a Hero on PTR, it will automatically unlock for the region of your choice when the patch goes live.

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Nice,  there is In Development video on Youtube already! What do you thing about her abilities? I hope she has some additional skills as talents. :)

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2 minutes ago, ethme said:

Nice,  there is In Development video on Youtube already! What do you thing about her abilities? I hope she has some additional skills as talents. :)

Glad to see a stealthie that isn't Starcraft related :D 

And as for the video, Liming on that rooster just screams "Petite Asian riding a monster cock" XD

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3 hours ago, MarioToast said:

...is Valeera leading an army of Leeroy Jenkinses?

I was asking myself the same thing. An army of Leeroy Jerkiness and Whelps.

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48 minutes ago, PumpkinRow said:

I wonder who the next Warcraft Assassin will be... for Warcraft: Assassins of the Storm.

I don't get this hate... and it's started to gain traction. It's by FAR their largest franchise, with the most heroes to chose from, and clear cut ways to create them in the game with unique move sets and roles.
Diablo has to start grasping at B-list bosses for their next heroes and really only have a few left of those that anyone knows/cares about and will be VERY hard to implement some because of their lore. Any boss from D2 really doesn't even have a move set (they did maybe 2 things) made for it, so you're looking at a lot of work.
Starcraft is in the same boat. Could they make more heroes from units, sure. But there aren't many named heroes left. Maybe you bring in a few co-op commanders, but even then your only looking at a pool that MAYBE reaches double digit to add for the rest of this games existence which I'm sure Blizzard is hoping for at least a few more years.
Overwatch, you have an argument that a lot are missing, but you also have a super low ceiling again of only adding maybe 20 to have the ENTIRE roster, and some won't be any different than what exists. Example: Widowmaker-Nova, Reinhardt-Varian...
Warcraft is still missing countless heroes that could be added. Literally hundreds.

Yes, maybe it looked bad in the timing, but just based on available options your going to have over half the roster be Warcraft.

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29 minutes ago, Laragon said:

I don't get this hate... and it's started to gain traction. It's by FAR their largest franchise, with the most heroes to chose from, and clear cut ways to create them in the game with unique move sets and roles.
Diablo has to start grasping at B-list bosses for their next heroes and really only have a few left of those that anyone knows/cares about and will be VERY hard to implement some because of their lore. Any boss from D2 really doesn't even have a move set (they did maybe 2 things) made for it, so you're looking at a lot of work.
Starcraft is in the same boat. Could they make more heroes from units, sure. But there aren't many named heroes left. Maybe you bring in a few co-op commanders, but even then your only looking at a pool that MAYBE reaches double digit to add for the rest of this games existence which I'm sure Blizzard is hoping for at least a few more years.
Overwatch, you have an argument that a lot are missing, but you also have a super low ceiling again of only adding maybe 20 to have the ENTIRE roster, and some won't be any different than what exists. Example: Widowmaker-Nova, Reinhardt-Varian...
Warcraft is still missing countless heroes that could be added. Literally hundreds.

Yes, maybe it looked bad in the timing, but just based on available options your going to have over half the roster be Warcraft.

To me the more annoying thing is not, that there are so many warcraft heroes added to the game, my main issue is, that so many assassins were added in a row, Even though you could argue that Varian is multi class, but 2 of his classes are actually assassins and as long as his tank build has no "damage tanked stat" in the score screen, to me he will mainly be an assassin.
Sure many heroes exist in WoW and as you said allready, it's easy to implement them into the game since the abilities are allready existend in one form or another. But there a numerous characters that could be supports/warriors/specialists as well. 


To the points you made about the other games. Sure there are not to many well known characters from sc or diablo. But stil: there are! Even from Diablo 2 there would be a couple of options left, like the Amazon, the Paladin, the Druid, the Assassin or even a Babarian with a different Talen set. Also there are a couple of angles like Imperius, Itherael, Malthael, Hadriel. Sure, they are not all that popular or have that much action in the games, but stil, they are archangels nonetheless. Then there are stil the lesser evils Duriel, Andariel, Belial and even the two other prime evils Mephisto and Baal. The Cow King could be a kinda funny hero, like the Vikings or Murky in some form. And my greatest wish: Deckard Cain. And yeah, i know, that is probably not going to happen. But it could. And i would love to see the old man resurrect into the Nexus. Those are just some heroes i could imagine getting introduced from Diablo 2 or 3.

I won't even start with starcraft heroes here since that would be to much then. Sure there might be some difficulties in the design of those heroes, but hey, that is what this game is about: Heroes from the Blizzard universe in one game. Difficulties were there with heroes like Tracer or Li Ming as well. But they are in a pretty balanced spot right now.


So long story short. Yes, you are right, WoW is huge and so it makes sense to add heroes from that game. But stil the questions remain: why only assassins and why 5 in a row.

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12 minutes ago, ecO1 said:

So long story short. Yes, you are right, WoW is huge and so it makes sense to add heroes from that game. But stil the questions remain: why only assassins and why 5 in a row.

That's fair. They should have spaced out the assassins, especially since specialist and support are lacking diversity. Varian's most competitive build is his tank one... taunt is a game changer.

I push back on the Diablo list. Amazon won't happen, by giving Nova a skin that they will never take away they killed that chance. Druid would be REALLY interesting, same with paladin that maybe they can make something work. Cain has to at some point. There is too much community pressure not to make it work somehow. Cow king is really creative and I like it, the insistent moo-ing of every move would drive me more insane than Brightwing's voice. So I give you maybe 5-10... but I find it hard pressed to make any of the lesser evils unique enough to be worth it. Their mechanics would just be re-skin of another more iconic hero or mostly ignore their lore that's been established by games.

The core of your argument that it was really just terrible timing making this point gain traction is probably completely correct. Probably just amplified by the terrible offering they did for Diablo's anniversary. EVERYONE expected a hero to be dropped, or at minimum previewed that it's in line.

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28 minutes ago, Laragon said:

Varian's most competitive build is his tank one... taunt is a game changer.

Totally agree on this. I think it's the only competitive build in the hands of unskilled players even. But it's kinda annoying to not see what you accomplished compared to other tanks in the game. At least for me that is a factor to why I don't like playing Varian as a tank.

30 minutes ago, Laragon said:

the insistent moo-ing of every move would drive me more insane than Brightwing's voice.

Hahaha, totally agree on this. Didn't even think about this so far ;)

31 minutes ago, Laragon said:

but I find it hard pressed to make any of the lesser evils unique enough to be worth it. Their mechanics would just be re-skin of another more iconic hero or mostly ignore their lore that's been established by games.

That is a point where I can't agree completely. Sure some of the skills or even skillsets are already existent in the game, but seemingly same skills can stil work out completely different in the game, as you can clearly see in Samuro's Bladestorm and Sonya's Whirlwind, wich is basically the same ability but stil works differently in the game. 
And about the rest of your statement. I Don't see why they would not work. Azmodan works just fine and the Butcher for example is not even a lesser evil, but just a demon that exists more than just once. Stil I heard no complains about him being in the game. 
Belial would be a great hero to add since he could use both of his forms used in the fight in Diablo3. 
Andariel was the first real boss fight for many Diablo players (if they started with Diablo II that is) and therefor should be added as well. Her kit would be a mix of Lunaras poison and some melee from other assassins. Only problem for her are the looks imo, as she greatly resembles Kerrigan.
Duriel was one of the hardest bosses in Diablo II, at least I allways felt like that, so why not add him? He had great speed and would make a great melee assassin. Even though his frost aura exists on Arthas I think that there could be ways to make it different enough.

But like i said, just throwing some ideas out there. Sure there are parameters to consider that make it a little harder than what I do here and as you can see, I also clearly see those difficulties, at least design-wise. But I also think that the design team has made things like that happen before and should be able to do it again. 
And the two remaining Prime Evils are a must imo at least.

35 minutes ago, Laragon said:

The core of your argument that it was really just terrible timing making this point gain traction is probably completely correct. Probably just amplified by the terrible offering they did for Diablo's anniversary. EVERYONE expected a hero to be dropped, or at minimum previewed that it's in line.

Completely agree on that one again!

So basically we are on the same side. There are good reasons things are the way they are, but, and you can call me naive all you want, I would wish that the whole idea of making a game that covers all the games in the Blizzard universe without prioritising one to much should be enough motivation to make it work. 

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7 hours ago, Laragon said:

I don't get this hate... and it's started to gain traction. It's by FAR their largest franchise, with the most heroes to chose from, and clear cut ways to create them in the game with unique move sets and roles.
Diablo has to start grasping at B-list bosses for their next heroes and really only have a few left of those that anyone knows/cares about and will be VERY hard to implement some because of their lore. Any boss from D2 really doesn't even have a move set (they did maybe 2 things) made for it, so you're looking at a lot of work.
Starcraft is in the same boat. Could they make more heroes from units, sure. But there aren't many named heroes left. Maybe you bring in a few co-op commanders, but even then your only looking at a pool that MAYBE reaches double digit to add for the rest of this games existence which I'm sure Blizzard is hoping for at least a few more years.
Overwatch, you have an argument that a lot are missing, but you also have a super low ceiling again of only adding maybe 20 to have the ENTIRE roster, and some won't be any different than what exists. Example: Widowmaker-Nova, Reinhardt-Varian...
Warcraft is still missing countless heroes that could be added. Literally hundreds.

Yes, maybe it looked bad in the timing, but just based on available options your going to have over half the roster be Warcraft.

Absolute bogus claims. We still have Archangels and other prime evils, as well as bosses from the Diablo Universe, as well as popular heroes from the lore which have already been pitched. We also have a huge list of heroes from the StarCraft Universe, including Tosh and Fenix. The pool IS limited, but not to such a degree that THEY CAN ACTUALLY EXCUSE SKIPPING OVER GIVING US A DIABLO HERO ON THE GAME'S ANNIVERSARY.  You also have yet to excuse them giving us five Assassins in a row. I wouldn't care so much if one of the heroes were a Specialist or a Support, or even a Warrior, but no, five heroes from the same game, of the same class. Absolutely no way to excuse that, especially given that they're from the biggest class and game pools at the same time. There's no way to excuse it.

 

Funny you should mention that, as more than half the roster is already Warcraft, and expanding further.

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1 hour ago, ecO1 said:

Does anyone happen to know at wich time the PTR will go live?

I can't wait too as long as for Hero Spotlight.

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8 minutes ago, ecO1 said:

PTR is up, at least according to the page and I can't connect.... THE RAGE!!!!

 

I can confirm PTR is up, just tested her :).

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      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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