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Heroes of the Storm Valeera

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2 hours ago, positiv2 said:

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.

I've been taking Slice and Dice more at level 7, ofc I wouldnt pick expose armor if I couldnt get 3 combo points, that why I took Initiative, so you just use an opener, W, eviscerate and 3 quick autos, thats what I've been going for recently.

Also Im taking Death from Above more now, I love to jump around on minions and other heroes.

I think ill experiment  with Thistle Tea, its just that as Valeera you have so many buttons to press, and the order is crucial as well but now that I've got the hang of it, I can add 1 more button, see how it'll go.

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https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!4141244

My talent build 9/10 times.  I'm VERY surprised no one mentions how insanely powerful Crippling Poison is..  Vigor is my 2nd pick.  The ability to add another slow to your kit is so devastating as Valeera and it is free, off GCD and has a low cd.  Assassinate/Death from Above + Crippling gives you insane burst + a slow if you need to attack their backline.  Or you can use one of your other openers to set up picks and then add the slow after the stun, or slow + silence.  Also, Cold Blood is pretty broken atm.  I won't be surprised if it gets nerfed eventually.  The burst that it adds to an already bursty kit is pretty insane.

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@hammadroppaThe guide seemingly hasn't been updated since early february, which means that the increased duration of Crippling PoisonCrippling Poison hasn't been taken in account yet. Still, VigorVigor and SubtletySubtlety are really strong, and it's a shame the three talents have to fight for the player's love. So - Crippling PoisonCrippling Poison is indeed strong, but VigorVigor and SubtletySubtlety are much more.
Yeah, Cold BloodCold Blood is incredibly strong and I wouldn't be surprised either if it got nerfed. 

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On 6.04.2017 at 3:37 PM, Fransoa said:

i think ill experiment  with Thistle Tea

Ive recently got lvl 20 with Valeera as i love stealth characters. Thistle Tea is basicaly an rewind for her. I take it 100% of times.

If u can land ur Q with that one second cooldown u realy can wreck havoc in the middle of the team fight if u got over 200 energy points :)

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@positiv2 I will agree with you on Vigor but sub feels very lackluster to me.  The fact that you get no benefit to energy regeneration if you start a fight out of stealth (which is very, very common at higher mmr) and you lose the early game gank assistance of Crippling just doesn't put it on the same level as Crippling/Vigor.  Maybe other have more success with it, but Vigor or relentless are the only energy regeneration talents I take on Val.

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4 hours ago, hammadroppa said:

@positiv2 I will agree with you on Vigor but sub feels very lackluster to me.  The fact that you get no benefit to energy regeneration if you start a fight out of stealth (which is very, very common at higher mmr) and you lose the early game gank assistance of Crippling just doesn't put it on the same level as Crippling/Vigor.  Maybe other have more success with it, but Vigor or relentless are the only energy regeneration talents I take on Val.

If you are able to tell that a fight is coming, you can enter stealth and take the advantage of SubtletySubtlety's bonus, and the bonus is definitely not one to be simply ignored. 
Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

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9 hours ago, positiv2 said:

Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

Form me (plat mmr according to hotslogs) Vigor synergize to good with the whole build I use. 120 energy with Thistle Tea is one Q more if I need it to finish off opponent or escape after I did. Also Nightslayer can be used more aggresively with the passive regeneration bonus without the 4 second delay to benefit Subtlety.

I also like the concept of quest talents. It takes me 8-10 minutes to do the quest.

Nevertheless Im using Subtlety on Mines as there is not much room for gathering globes on this map.

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On 4/19/2017 at 0:02 AM, positiv2 said:

If you are able to tell that a fight is coming, you can enter stealth and take the advantage of SubtletySubtlety's bonus, and the bonus is definitely not one to be simply ignored. 
Also, people at higher MMR (Platinum, Diamond, Master) pick SubtletySubtlety more often than any other talent at the tier, which means it has uses even at the higher MMR.

Yeah what I mean is, when you're skirmishing and if you need to open on a tank or even just use stealth a 2nd time, I generally: Q toward target, stealth, cheap shot.  In this scenario Subtlety gives no bonus to energy regen.  I prefer the guaranteed value from Vigor/Crippling over this, but apparently others don't agree with me.  

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4 hours ago, hammadroppa said:

I prefer the guaranteed value from Vigor/Crippling over this, but apparently others don't agree with me.  

If it works for you, stick with it. I think, as with every talent pick in HoTS, it depends on what you are playing against, basically. 

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Once you got all the talents in Ambush, is there any point of opening with Garrote? If you need CC, Cheap Shot is better...

I don't like the idea of having a skill that I never use...

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6 hours ago, Farbas said:

Once you got all the talents in Ambush, is there any point of opening with Garrote? If you need CC, Cheap Shot is better...

I don't like the idea of having a skill that I never use...

You will still sometimes want a silence against heroes that have strong escape abilities, or against targets with heavy stuns or CC in general, but most of the times AmbushAmbush is better as the damage is instant, which reduces the power of enemy healers (especially those without burst heal, like Brightwing) and gives your opponent smaller time window to react, and deals more damage when untalented. When talented, it's highly dependent on your opponent's ability to fight back or block your AA.

Cheap ShotCheap Shot deals little damage compared to GarroteGarrote, and because the stun is shorter than the silence, it's weaker against targets that aren't that easy to burst down (mostly tanks).

So, sometimes you want to use GarroteGarrote but most of the time AmbushAmbush offers higher damage. Using GarroteGarrote over Cheap ShotCheap Shot is recommended when you need a balanced mix of damage and CC, and when you prefer longer silence over shorter stun, such as against tanky mages or tanks in general.

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I know it won't happen but like in the Dehaka ( is it really one? ) Rework what if they removed relentless strike And just plain lower the energy cost of sinister by 10 as I ( I don't know about you ) can't live without the lower energy cost from relentless to try any other tallents at 4

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Guest Marvelmvp

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong. Crippling poison is #1 best choice. Thistle tea is HORRID. vals job is not to stay in tfs long she will easily get focused she goes in & out after 13, before she just makes picks with stuns and ganks. After 13 you can be more aggressive. The expose armor is always best if no one else on your team has -25% I always use it on tanks then go after the healer, and with 2 healers becoming a thing, wound poison is amazing, also good vs Sonya, thrall and anyone with self sustain. But yeah as one of the higher ranked val mains I disagree with these talent builds, it's a recipe for failure and I see why so many ppl flame val. 180+ games. 67% win. 

And if you don't take 2 combo points at lvl4 then u have to get seal fate at 16 for the easy 3 combos out of stealth 

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Guest Andrerx470

Now that Blizzard has removed cold blood and nerfed eviscerate I think that Valeera best selling points have become the 7 abilities coming from switching between cloacked and visible and the variegated amount of bad status that she can inflict.

There are 3 main problems with the builds which are suggested on this website:

1-You can deal at most 1800-2000 damage at level 20 assuming you can land 1 or 2 hit with seal fate.

2-To deal the aforementioned damage at level 20 you need to land a 4 abilities combo (ulti excluded) in about 2 seconds (possible only against super noobs after you have finished vigor mission).

3-Picking mutilate means mutilating your escape and drastically reducing your survivability.

An interesting alternative that you might want to try out is this one:

lv1 vigor, lv4 initiative, lv7 slice and dice, lv10 situational, lv13 blind, lv16 expose armor, lv20 nightslayer

The damage at level 20 with the "safe combo"WWE plus the enhanced basic attack speed and reduced armor amounts to 2200 in 2 seconds. The 2,5sec blind on cheap shot also allows you to attack even heavy melee warriors and problematic heroes like tychus, raynor and genji(his reflect becomes useless). Finally the reduced armor can create an opening for your melee warriors (2 blade varian for example) to take out 1 member of the enemy frontline and tilt a teamfight in your favor.

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On 12. 6. 2017 at 11:18 AM, Guest Marvelmvp said:

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong. Crippling poison is #1 best choice. Thistle tea is HORRID. vals job is not to stay in tfs long she will easily get focused she goes in & out after 13, before she just makes picks with stuns and ganks. After 13 you can be more aggressive. The expose armor is always best if no one else on your team has -25% I always use it on tanks then go after the healer, and with 2 healers becoming a thing, wound poison is amazing, also good vs Sonya, thrall and anyone with self sustain. But yeah as one of the higher ranked val mains I disagree with these talent builds, it's a recipe for failure and I see why so many ppl flame val. 180+ games. 67% win. 

And if you don't take 2 combo points at lvl4 then u have to get seal fate at 16 for the easy 3 combos out of stealth 

I don't want to demean your Platinum 3 (it is a nice rank after all) or even less so yourself as a player, but Micekrispies is a Grand Master player, and in order to stay there has to employ the best strategies. Some strategies that might work at lower ranks, such as gold, do not work at the higher ones when you face significantly better players, as can be seen on the win rate of some talents in different leagues. A strong talent might have a bad winrate in bronze because of its high skill cap, and a bad talent can have a high winrate because bronze players do not know how to counter it yet. I am getting a bit off topic here though.

Care to elaborate on Crippling PoisonCrippling Poison being #1 pick? Not only it has to compete with VigorVigor, it has to compete with SubtletySubtlety as well. Those two talents are way too good to be left out, especially if your team already has a hero possessing powerful CC, such as Falstad.

Thistle TeaThistle Tea doesn't require the fight to be a 5v5 - the talent allows you to 1v1 tanks with higher success rate, as you will have more energy to make your combo strong even against high-health heroes. 

Expose ArmorExpose Armor causes the armor-reducing effect to start after you deal the damage, which means the 3-point EviscerateEviscerate will not deal bonus damage. You will be left with a 2-second window (which is quite short) to burst your opponent without any combo points. Or you could go for Thistle TeaThistle Tea and deal almost twice the damage, instead of 25% increase. Since you will be either the only or one of the two main damage dealers, your teammates will not be able to take advantage of 25% as much. If you want to use it to take down tanks and supports, you will find yourself being out of energy a lot. And since you didn't take an energy management talent at level 1, the situation will be even worse.

So, you have to take either InitiativeInitiative over Wound PoisonWound Poison, which you describe as an amazing talent (and a never-picked talent is not what I would describe as amazing), or you take Seal FateSeal Fate over Expose ArmorExpose Armor, which you say is always the best, which make me feel like you contradict yourself a bit as well.

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On 12.06.2017 at 10:18 AM, Guest Marvelmvp said:

I have more plays on valeera than anyone and a lot of Val's are terrible. I'm Level 30 val she carried me from gold 1 to plat 3 & a lot of the talent choices in this are wrong.

Well as a 69 lvl Valeera player with over 500 games with her I can tell U that your talent choices arent that good. Losing one of lvl 1 energy talents is very painful for Valeera as she is very energy dependent. If u go this and than neglect the lvl 4 relentless strikes U wont be getting much from that 1 sec cooldown of your Q which is great for securing kills and synergises fantastic with Thistle Tea at 16. But I understand your love for the "short combo" build and it probably suits your playstyle better. But dont say its the obviosly better talent choice as it clearly isnt. Especially at higher levels of play. At low levels u probably will do great with Valeera even if u dont take any talents at all ;)

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On 6/14/2017 at 8:00 AM, Thorgal2226 said:

Well as a 69 lvl Valeera player

Lul 69 (had to xP)

Played a game with here there last night and found something cool. I probably played her wrong but I made a rule where I wouldn't commit to a kill unless 1) It was a 1v1 and I could burst them quickly (less than 3-4 seconds, dependent on enemies visible on map) 2) It was healer Malf at the start of the team fight, 3) The enemy hero was surrounded and I wanted the kill. 

Apart from the above; all I would do was run around and stun peeps when it looked like they were about to do something. Like; they had Butcher so whenever he walked forward looking like he was getting in range for his dash: stun. Malf at the back healing; stun, damage; rest of the enemies would turn around; my team whales on them.  Butcher threw down Silence of the Lambs ult; stunny stun. Those were just examples but essentially I just stunned; maybe chipped them and ran.  Late game there were hesitant to try much because of the stuns and how my team followed up on them.

Can't remember for sure but I believe this was my build: https://www.icy-veins.com/heroes/talent-calculator/valeera#26.0!1122333

I always welcome criticism on it but please; this was like my 4th time playing her and I wasn't committing to kills.

Just found it interesting how I see so many Valeeras committing to a kill no matter what and they mess up and die so much whereas I got 3 deaths (mostly the consequence of focusing Malf at start of teamfight but I did get the kill when that happened) and overall my team had 7 deaths (stun the enemy chasing ally for days) and all I was doing was stunning and playing mind games. By all means I didn't carry but I screwed the enemy team over consistently (mainly Butcher) with the constant stuns.

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So I have a lot of issues with this guide

First the biggest problem I have is that Subtlety is listed as suggested at 1. Subtlety is an extremely bad talent in my opinion. You should never actually be able to just walk up and use an opener on any hero without unrevealable, you will just be instantly revealed by any player who can spot the shimmer before you get your opener off. Valeera has to stealth when she sees an opportunity to use an opener, then go in and use it with the unrevealable duration. She also does not get value out of this talent any time but the beginning of the fight, since you cant just leave your team 4v5 for several seconds while you proc subtlety.

Combat readiness is extremely underrated by this guide. The survivability boost is formidable, and even if you cant cling to your target long enough to get an eviscerate off on them, you can just use it on a minion or structure to gain the block charges. I honestly think of this a lot like force armor. Very good depending on the situation. I think it should be moved to situational for sure. Its incredibly powerful vs a variety of heroes.

Wound poison at least deserves a mention as situational. Its not a bad talent at all, just very comp specific. It can help your team handle a Valla Tass Auriel trio for example, and is also good vs heroes with strong self heal like Butcher and Malthael.

I don't like fatal finesse. 60 bonus damage is practically nothing, and if you want the extra energy I would just take Thistle Tea or Vigor. Other options are better at this tier in my opinion.

Mutilate is more situational I think. Its mostly for helping Valeera to shut down dives, which it is good at, but the loss in mobility is significant enough that I hesitate to recommend it in the average game.

Silce and Dice provides more overall damage than Ambush in a single combo (3 auto attacks is more damage than 1 ambush), but requires valeera be able to stick to the target long enough to do her full combo. It also reduces her potential to pick off weak, retreating targets quickly with death from above a little. I would include something about this in the description, saying its only viable with garrote build just isnt true. It also synergizes well with Expose Armor later on.

Finally, I think you are not giving expose armor enough credit. Valeera has very strong auto attacks, so lowering armor is very good to help finish off targets after she eviscerates. Especially now Cold Blood is gone, this talent helps valeera have a better shot at being able to 100-0 squishier heroes.

As for the builds, I dont agree with Vanish build being here. There is no real reason to use this build. It gives valeera 0 investment into bonus damage and only really invests in energy talents, which are mostly unnecessary if you take vigor at 1 + initiative at 4. This is just massive overkill. The only real "vanish" talents in this build are elusiveness and nightlslayer, the remaining ones are all excessively investing in energy talents. Increasing energy regen by 100%, reducing the number of abilities needed to be used to complete a combo, reducing the energy of blade flurry, and on top of that, thistle tea. Talk about excessive.

 

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Guest Etron
On 1/31/2017 at 7:39 PM, Hrimfisk said:

 

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.

g.

Kinda necroposting, but if you garrote you can actually proc two seal fate bonuses, letting you do massive burst.

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Guest zzzz

Always take Crippling Poison at start, especially in sinister strike build. You don't need that extra energy regen nor you need that additional energy, so vigor is pretty much useless. Crippling poison allows you to secure more kills early game and if you take mutilate you just must have crippling poison.

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Guest Someone02

My question for a Ambush centered build would Subtlety for a level 1 choice be better over Vigor? The gains from chain ambushing would net more energy gain and combat potential and even though it would slow her down you could go with enveloping shadows for her level 20 talent, between the two with her weaving through stealth and using ambush consistently would increase her own survive ability and ability to stay in team fights. Unless enveloping shadows has some kind of internal CD i would see it as a gain within team fights. please correct me if i am wrong in these regards. 

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Guest Someone02
4 hours ago, Guest Someone02 said:

My question for a Ambush centered build would Subtlety for a level 1 choice be better over Vigor? The gains from chain ambushing would net more energy gain and combat potential and even though it would slow her down you could go with enveloping shadows for her level 20 talent, between the two with her weaving through stealth and using ambush consistently would increase her own survive ability and ability to stay in team fights. Unless enveloping shadows has some kind of internal CD i would see it as a gain within team fights. please correct me if i am wrong in these regards. 

Thinking about it some more could even go as far as to grab Initiative for you level 4 talent. Combat would go along the lines of hit and run tactics, From stealth with Ambush, into Sinister strike followed by and immediate Eviscerate, by then Vanish would be off CD, energy regen would be enough to shortly begin another round once the extended range for Ambush hits. This would lead to more armor reductions as well so if your team had targets to focus Valeera could lead it off. Or just leave her to pick off the back line and harass the opposing team for physiological. I know each of these talents are more on the undervalued side and even to the point of not being even situational. But when put together in this fashion it leads to her being operated as a rogue would, Pick your fights and hit hard fast and then GTFO.

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      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
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