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Heroes of the Storm Valeera

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The cooldown for Cloak of Shadows in it's description on the ability page isn't the same as the one in the discussion below it (description says 18seconds and the discussion says 25seconds). Bit of a nitpick but thought I'd highlight it. 

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Hey ,

i have some remarks for your guides.
Why do you use VIGOR as your first talent?

Valeera isn´t a "laner" i think she is one of the worst laner :D 
so i think this talent is useless. SUBLETY (normal Build) or CRIPPLING POISON (with the slow you can use ambush out of stealth) is a better choise ;)

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I agree  Subtlety should be first talent always and not Vigor, it's a free 50 Energy without any quest and the 4 seconds stealth requirement can be ignored since you have to walk towards the victim and you don't use vanish close to them when you engage so you have the 4 seconds requirement always covered and compared to Vigor that offers 10 energy in 5 secs against the 50 of Subtlety the choice is pretty obvious and the quest part can be ignored because you complete it very late in the game since your main focus as Valeera isn't for sure going around to pick globes or break the stealth to kill the minion that give the globe and get deleted by any enemy passing by.

And at lv 7 Fatal Finesse provide 20 energy discount on the combo with a very easy quest on top of 60 damage added, and doesn't need 3 combo points or any specific requirement, Mutilate is also terrible if you use Q to dodge you move barely and is extremely detrimental in most situation (escape , chase , gap close) it should be put as Not recommended for sure.

I can also say that in all the games i played those 2 talents are picked by 90% of the people (Subtlety and Fatal Finesse) regardless of the build that they do and are in my opinion essential to play Valeera.

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Hey all! 

I appreciate everyone's thoughts and feedback on the builds. One of the main reasons why detailed descriptions of each talent haven't yet been posted is because of how diverse Valeera's kit truly is. I have been putting a lot of though into her builds/playstyles and would hate to immediately shut down a potential option because another one "appears" to be the best.

In regards to Vigor vs Subtlety, in the full run down of talents and descriptions (to hopefully be posted later tonight or tomorrow) I actually have changed Subtlety to "recommended" as well. Not because I think it outclasses Vigor as a talent, but because it offers another playstyle to Valeera's kit. The build Sm0kEzZz has linked above is yet another example of this diversity (which I think we can all agree is refreshing!)

Now although Valeera is a terrible laner, which I have already mentioned in her "Role in the Meta" section, she can still VERY quickly accumulate the globes required to finish the quest portion of Vigor. She can gather globes while Stealthed when near an ally who picks one up, this includes Mercenary camps, Minion waves, and objectives. This does not ruin her elusiveness or effectiveness as a Stealthed Hero at all. And although I agree that the Energy regeneration of Subtlety is great, it isn't always awarded. Valeera may sometimes need to Vanish and cast an opener right away mid fight (sometimes two or three times during a teamfight). It ultimately comes down to player preference and how they want to carry Valeera.

Although I tend to take win rates of specific abilities with a grain of salt, at the time of this writing both Subtlety and Vigor are sitting at the exact same win rate on HOTSlogs. Not to mention Mutilate actually has the highest win rate of the Level 7 talents (although fatal finesse appears to be twice as popular). I'm not quoting this information to prove one talent is definitively "better" than the other, just to point out that they each fill different roles and playstyles that one player might prefer over the other.

With that said, keep the feedback coming! I love meaningful discussions about Heroes/builds as it is honestly one of my favorite parts about this game. Have fun hunting down those squishies!

-MK

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A screw subtlety it removes the option of engaging without stealth while still getting decent energy regen. 

Edited by Bjorn

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After trying a few different builds, I've decided that I like something like this:

http://www.heroesfire.com/hots/talent-calculator/valeera#kCrj

Level 1:

Vigor: I find this to be situational depending on what map you're playing. If it's something like Infernal Shrines or Garden of Terror then you should be able to complete the quest pretty quickly if your team is cooperative and supportive. Without a supportive team it's really hard to complete the quest, and makes it almost useless late game.

Subtlety: This seems to be best talent for me to maintain energy while bursting a squishy target after opening with Cheap Shot or Garrote. Most of the time the 4 second requirement isn't a problem, and even using Vanish mid fight for a quick Cheap Shot or Ambush is usually just to finish the target.

Combat Readiness: I initially read this talent wrong, and now it seems even worse. Requiring that I cast eviscerate to block basic attacks is way too situational for me. I'd much rather just generate more energy for more burst.

Crippling Poison: This feels almost like a waste of a talent to me, since Cheap Shot and Death From Above are in the kit, along with whatever cc your team has. Again, I'd much rather just generate more energy.

Level 4:

Relentless Strikes: Since Sinister Strike is usually my main combo point generator, this is an easy pick for me. Reducing the energy cost significantly changes your rotation and how well you can burst. If you're curious how, give it a shot in "Try Me" mode.

Hemorrhage: I feel like this is too situational. It can be great for bursting down squishy targets if you don't have to worry about getting focused, but feels too narrow.

Initiative: This is a really easy way to eviscerate your target quickly, but it has to compete with Relentless Strikes. I personally can't pick this over Relentless Strikes.

Would Poison: I can see using this against a two healer comp, but again it has to compete with Relentless Strikes.

Level 7:

Mutilate: Almost always another go-to talent for me. Doubles the damage of my main ability but reduces the range, which usually isn't a problem unless I have issues chasing someone, which would then depend on my team comp.

Fatal Finesse: The energy cost reduction makes this a very attractive talent, but I find it difficult to complete the quest unless the enemy team has enough melee.

Slice and Dice: This feels like a great talent but it's too situational for me. Most of the time, when I pick this talent, I have problems keeping my target in place, and therefore can't capitalize on the attack speed bonus.

Assassinate: This is also somewhat situational, as it would depend on whether or not I want to use Sinister Strike to disengage from fights. I usually don't like using Ambush since enemies can just walk away and I'm not positive if it will actually kill them.

Level 10:

Smoke Bomb: In my experience I find this to be the better of the two in most situations. Being unrevealable and gaining 25% armor for 5 seconds can be significant, and being able to attack while inside it is great.

Cloak of Shadows: Another situational talent that primarily depends on whether or not the enemy team has lots of stuns or casters.

Level 13:

Elusiveness: Not a bad talent and is generally a safe pick.

Death From Above: A gap closer if you're having chasing issues.

Blind: An amazing situational talent I find myself picking more and more for heroes like Kharazim, Tychus, Hammer, Zul'jin or Valeera that become effectively useless without their basic attacks. Two basic attack heroes on the enemy team makes this an easy pick for me.

Strangle: A situational talent similar to blind if the enemy team happens to have too many mages.

Level 16:

Seal Fate: Usually a go-to pick for me to capitalize on Cheap Shot into Sinister Strike. I find this to be the quickest way for me to gank.

Rupture: A bit of a situational talent if you find yourself focusing the same target, like Malfurion or Gul'dan.

Expose Armor: This talent doesn't look bad, but it has to compete with Seal Fate and Thisle Tea, and you need to guarantee capitalizing on the 25% extra damage.

Thistle Tea: I love this, but it's really hard for me personally to use. If you can time it right, you can deal significant burst damage.

Level 20:

Adrenaline Rush: I have yet to actually use this. It seems like it has potential, but most of the time when I use smoke bomb I want to kill and get out of it quickly to avoid the inevitable AoE. Nobody stays in it for very long anyways, and it's often used as an escape by me and other Valeera's that I see.

Enveloping Shadows: Not a terrible talent if the enemy team has good casting range and damage, but a bit situational as it depends solely on entering stealth.

Nightslayer: I love this talent because most of the time I'm trying to get back into stealth. Being able to engage, combo, stealth, re-engage and combo again is really powerful.

Cold Blood: This might be the best way to burst down squishy targets depending on your build, but it's really hard for me to actually use it properly.

 

I wasn't planning on writing so much, but I started with one talent and just kept going.

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Guest Vigor vs Subtlety

Just another voice recommending Vigor.  I find myself using Vanish a significant amount of time in the middle of fights, while chasing, and after initiating from brush (I'm a huge fan of Nightslayer for those reasons as well).  In every one of those situations Subtlety would do absolutely nothing while Vigor gives both passive energy regen and a higher cap.

Even in situations where you do have the time to wait on Subtlety, Vigor isn't useless.  You can still combo from stealth effectively.  I personally prefer a talent that's always useful rather than one that is optimal in a situation I'm already heavily favored in (if I get to stealth walk up and combo someone I'm already doing good) vs situations that I'm not (ie when I'm repeatedly reengaging, skirmishing, or get revealed on the way in).

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Let's just pile onto the vigor train, shall we?

Others have already enumerated the scenarios in which the no-strings attached regen might be better, and those are all true. but let's not sleep on the increased energy cap either; in any fight that starts from full energy (read: almost all of them) this is effectively 20 *instant* energy regen. meaning that even when subtlety actually goes off, you only gain 20 energy over vigor - this means a fight only needs to last 15 seconds before subtlety is outpaced by vigor.

That's *assuming* you always engage from stealth and are never revealed by aoe, scouting drones, oracle or you just want to engage from out of stealth because 8 seconds without vanish is too dangerous. In any of those cases, subtlety offers nothing and is already behind by 20 energy at the very start of the fight.

the main thing going for subtlety is the lack of a quest requirement - for this reason I often pick it up when quick matching, really just because I'm feeling lazy and subtlety is fine. in a competitive situation though, 20 globes is very easy to hustle and complete early on most maps - "not being a laner" having nothing to do with it, of course, as any Zeratul knows that constant rotation is key to maximizing orb collection.

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On 1/28/2017 at 2:11 AM, Bjorn said:

A screw subtlety it removes the option of engaging without stealth while still getting decent energy regen. 

Yeah, the fact that this talent could be completely useless at the vital points of the game does mean it's a bit more of a situational pick, especially depending on the enemy team. If an ETC is sitting there constantly breaking your vanishes, you've just wasted a talent.

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On 2/1/2017 at 1:39 AM, Hrimfisk said:

I wasn't planning on writing so much, but I started with one talent and just kept going.

Feedback like this is great. It's a big wall of text, but it's a wall of text that will help us to further assess our own descriptions/choices and see what you guys think about them. Thanks for helping to contribute :)

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On 2/2/2017 at 11:30 AM, Guest Vigor vs Subtlety said:

I personally prefer a talent that's always useful rather than one that is optimal in a situation I'm already heavily favored in (if I get to stealth walk up and combo someone I'm already doing good) vs situations that I'm not (ie when I'm repeatedly reengaging, skirmishing, or get revealed on the way in).

This is pretty much my thinking when choosing L1 talents too. I take Vigor because I know it will always help me, regardless of who I play against, whether I misplay, whether they get lucky, whatever.

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On 2/3/2017 at 0:30 AM, Voltorocks said:

Others have already enumerated the scenarios in which the no-strings attached regen might be better, and those are all true. but let's not sleep on the increased energy cap either; in any fight that starts from full energy (read: almost all of them) this is effectively 20 *instant* energy regen. meaning that even when subtlety actually goes off, you only gain 20 energy over vigor - this means a fight only needs to last 15 seconds before subtlety is outpaced by vigor.

This is an interesting point too, actually. I suppose depending on whether you are playing QP/Ranked and what level/tier you are at, fights have different lengths and such, so you could also choose based on that. Team comps as well. If you're for some reason playing against double support, triple tank, you're probably going to spend a while sitting in that fight each time. 

On 2/3/2017 at 0:30 AM, Voltorocks said:

the main thing going for subtlety is the lack of a quest requirement - for this reason I often pick it up when quick matching, really just because I'm feeling lazy and subtlety is fine

Laziness is the best motivator!

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I couldn't find it either, so I went ahead and got values for a few levels in the testing room.
The following text is useful only if you want to try it yourself or in case you want to find out values for more skills. If not, you can stop reading here :P
Level 29 has 437 damage without any talents. Level 30 has 455 damage without any talents. The formula is (multiplieryour level * base damage), so to get the multiplier value, you have to divide a level by its preceding level, in this case you divide 455/437 for highest accuracy. 455/437 equals 1.0411..., but since most of skills have 1.04 (4%) multiplier, I rounded the number. Then, you have to get the base value. You get it by dividing a damage on level by the multiplier to the power of the level. In this case, it's 455/(1.04)30, which equals 140.28 (rounded value).
So, the values I gave you are approximations.

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On 2/12/2017 at 2:21 AM, Blainie said:

Feedback like this is great. It's a big wall of text, but it's a wall of text that will help us to further assess our own descriptions/choices and see what you guys think about them. Thanks for helping to contribute :)

Thanks for the response I'm glad you liked my post. I always enjoy helping the community. It's been a few weeks and I've played quite a few more games with Valeera, so I think it's a good time to share my findings. I decided not to edit my original post so that we have a before and after.

Lv1

Vigor: There are a few situations that I would much prefer to use Subtlety, but for the most part Vigor does a lot of work, and completing it by the 8 minute mark can be pretty easy with proper rotations on 3 lane maps.

Subtlety: Really useful on maps like Braxis Holdout and the single lane brawls where you can't get many globes.

Lv4

Relentless Strikes: None of the other talents compare to this one for me. The reduction is so crucial to the way I burst that it's impossible not to take it.

Lv7

Mutilate: Burst enemy squishies, which is so much easier with more cc on the team. Fun day.

Fatal Finesse: Acquire quick combo points with enough melee enemies. Also good for keeping the range of Sinister Strike.

Lv10

Smoke Bomb: Going toe to toe with enemy heroes in choke points and team fights.

Cloak of Shadows: Damage over time is so annoying when you're trying to stealth.

Lv13

Elusiveness: Awesome for getting to team fights, chasing enemy heroes and dodging aoe.

Death From Above: I always hate it when I take this talent because I would rather just engage with cheap shot.

Blind: One of her best talents. 90% of the time I engage with cheap shot, and the only time I don't take this talent is if there aren't enough attack-based heroes on the enemy team.

Lv17

Seal Fate: MORE damage for sinister strike and an extra combo point. Burst damage heaven.

Rupture: ONLY available if blind is not taken. Otherwise garrote competes with cheap shot, and you want your whole rotation buffed, not just half of it.

Expose Armor: For comps with tons of sustain, like double tank and/or double support.

Thistle Tea: I just suck with this.

Lv20

Adrenaline Rush: This gets insane if you can manage to keep the enemy team in your smoke for at least 3 seconds. ETC ult would combo pretty nicely with this.

Enveloping Shadows: This is amazing if the enemy has lots of DoTs from a hero like Lunara.

Nightslayer: Cheap shot more often. Need I say more?

Cold Blood: If you can manage to use this properly, it deletes squishies with the sinister strike build.

 

EDIT: On a side note I looked at my profile and found some surprising stats:

 

Edited by Hrimfisk

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Guest Terabellum

[embed=/hots/talent-calculator/valeera#l2Xz] Try this and give me your feedback. I do quite well with it.

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3 hours ago, Guest Terabellum said:

[embed=/hots/talent-calculator/valeera#l2Xz] Try this and give me your feedback. I do quite well with it.

I'd recommend using our talent calculator to create your build and then using the link at the bottom to share it - I can't see what you're trying to show us!

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On 3/2/2017 at 7:41 AM, Hrimfisk said:

Cold Blood: If you can manage to use this properly, it deletes squishies with the sinister strike build.

This especially is HUGE vs. any kind of squishy support or DD. It makes Li-Ming even easier to kill than she already is. I absolutely love using it, I just wish it wasn't on the same level as reduced stealth!

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I feel like Valeera has so many talent options that I never go with boosting one specific ability, this will only hinder your versatility.I generally go this https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!13.1.3..  At 7 I take fatal finesse if I need more waveclear, Slice and Dice if not, at 13 I take Death from above if I really need a gapcloser, elusiveness if i dont and at 20 I take Cold Blood if they have really squishy champions: Chromie, Kael'Thas, Li-Ming, Nightslayer if they have more tanks and fighters.

Her 16 level talents seem the weakest, I took expose armor because it's simpler to use than the others.

Edited by Fransoa

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10 hours ago, Fransoa said:

I feel like Valeera has so many talent options that I never go with boosting one specific ability, this will only hinder your versatility.I generally go this https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!13.1.3..  At 7 I take fatal finesse if I need more waveclear, Slice and Dice if not, at 13 I take Death from above if I really need a gapcloser, elusiveness if i dont and at 20 I take Cold Blood if they have really squishy champions: Chromie, Kael'Thas, Li-Ming, Nightslayer if they have more tanks and fighters.

Her 16 level talents seem the weakest, I took expose armor because it's simpler to use than the others.

Most of the time you want to commit to a single ability (or a playstyle), especially if you already can guess what will counter the opponent's team the best. If you are unsure, your approach can be better, but that is rarely the case from my experience.

Luckily level 7 talents are great and any can be chosen. Which one do you choose the most often, from the two you mentioned?

I'd say that Thistle TeaThistle Tea is both easier and more powerful, unless your team has heroes with burst much higher than yours, that you can rely on, which is not that common, sadly. Thistle TeaThistle Tea is also more versatile and does not require you to stack combo points for EviscerateEviscerate in order to take advantage of the talent.

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

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

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

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

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

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

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