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I really like the two builds KendricSwissh made for Lúcio.

There is also something that people might not notice about  Rejuvenescência + Bonus Track at level 20 when they first play Lúcio. Now assuming you pick them at level 16 and 20 you can cast amp it to healing and switch to speed to refresh amp it up and immediately switch to healing again. This gives you 6 full seconds of amp it up for healing ( 8 seconds if you picked Reverse Amp at level 10). while the effect it over you'll find that Amp It Up cooldown was reducing in that period and it's set at about 6 or 7 seconds makingg the combo available again after a very short time 

This in my opinion makes Lúcio the strongest late game healer in the entire game who can do massive amounts of aoe healing that can determine the crucial late team fights

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With all due respect to KendricSwissh I've never seen talent assessment I disagree more with on IcyVeins.

Back in the Mix at 13 is misleading and underpowered. While countering CC effects with healing is not that bad, the heal is too small and the cooldown is too high for the talent to have an impact. In current meta if you've been hit by stun or root the next CC effect won't come in 10 seconds. It will be there immediately after with a tonn of damage to follow. 

Level 16 talents are all viable (except maybe for the Heliotropics which is significantly weaker and looks like it belongs on level 4 rather than here).  Rejuvenescência is without a doubt better for the team with high health pool (warriors, Azmodan, Nazeebo), but Bring It Together brings higher healing numbers with 1 warrior team and the condition is not hard to meet at all, especially in the late game. Up the Frequency works wonders against teams with no heavy dive as you are perfectly safe to AA them while being safely positioned behind your team; its cooldown and mana cost reduction are very significant.

Nonstop Remix at 20 is a very much win-more talent, but there's nothing wrong with talents like that to solidify an existing lead. The requirement is not a problem too, especially if you're slowing enemies down with the Reverse Amp and/or boosting your allies speed.

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On 2/19/2017 at 7:12 AM, AntonWhite said:

Back in the Mix at 13 is misleading and underpowered. While countering CC effects with healing is not that bad, the heal is too small and the cooldown is too high for the talent to have an impact. In current meta if you've been hit by stun or root the next CC effect won't come in 10 seconds. It will be there immediately after with a tonn of damage to follow.

"Back in the Mix" is the best option for Level 13. Lúcio's healing output is HoT based, meaning he has no healing burst. Being able to get a small burst of healing every 10 seconds is great for his self sustain, specially given how squishy he is. At level 13, "Back in the Mix" heals for over 400, which is meaningful considering he has around 2500'ish HP at said level.

Edited by Valhalen
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re: the 13 talent tier: while I don't agree with @AntonWhiteabout back in the mix being too weak to take, I *do* think that in most cases hard style will give much more value (depends on the map, of course, which determines what percentage of an average teamfight it will be easy to stand near a wall for) .

I also think that can't stop/won't stop deserves at least a "situational" with the situation being that the enemy team is piled high with slows and roots, specifically. Against a comp with Jaina, thrall, and shield wall varian, for example, you would get bonkers value out of CS/WS.

Edited by Voltorocks

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1 hour ago, Voltorocks said:

re: the 13 talent tier: while I don't agree with @AntonWhiteabout back in the mix being too weak to take, I *do* think that in most cases hard style will give much more value (depends on the map, of course, which determines what percentage of an average teamfight it will be easy to stand near a wall for) .

I also think that can't stop/won't stop deserves at least a "situational" with the situation being that the enemy team is piled high with slows and roots, specifically. Against a comp with Jaina, thrall, and shield wall varian, for example, you would get bonkers value out of CS/WS.

My issue with Hard Style is that it forces you to look for walls to grind on, although that depending on the map it is not a problem. However, I always take it if the opposing team features no stuns.

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I think Boombox actually has a lot of utility at level 7.  I do like the extra 20% range, since it keeps your team from needing to bunch up so much, but it's not the most critical thing.  Boombox is great if you're split pushing, or if you're facing a split push.  Garden of Terror, for instance, if the enemy terror is pushing top and the rest of the team pushing bottom, you can drop the boombox down in the top fort and then rotate bottom so you're able to heal in two places.

Also, like any ward, you can just drop it in a bush and then you're scouting that bush.  I still take party mix most of the time, but now that I'm playing Lucio a lot more I find there are times I like having the boombox.  It lasts a really long time assuming you put it somewhere that it doesn't get destroyed-long enough for two uses of Amp It Up.

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7 minutes ago, FirstBlood said:

I think Boombox actually has a lot of utility at level 7.  I do like the extra 20% range, since it keeps your team from needing to bunch up so much, but it's not the most critical thing.  Boombox is great if you're split pushing, or if you're facing a split push.  Garden of Terror, for instance, if the enemy terror is pushing top and the rest of the team pushing bottom, you can drop the boombox down in the top fort and then rotate bottom so you're able to heal in two places.

Also, like any ward, you can just drop it in a bush and then you're scouting that bush.  I still take party mix most of the time, but now that I'm playing Lucio a lot more I find there are times I like having the boombox.  It lasts a really long time assuming you put it somewhere that it doesn't get destroyed-long enough for two uses of Amp It Up.

Even with split-pushing, the players don't stay in one place, which means your Boombox will not only affect one or two people at a time, but the effective duration of the bonus will be much lower as well. Also, as a support, you are often better off not splitpushing yourself, as you can get ambushed and be taken down somewhat easily.

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I think the discussion part of Bonus Track in the Abilities section is mistakenly naming Reverse Amp instead of Amp It Up, because I don't understand what's the link between Reverse Amp and Bonus Track if Amp It Up doesn't increase Reverse Amp...

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On 25/09/2017 at 3:53 PM, 50m8r4 said:

Sigh I see no point in Lucio since his Hps Nerf :|

Should there even be a reason for me to pick him untill they do something with him?

Lucio excels in hard-engage comps, thanks to talents like Maximum TempoMaximum Tempo. Conversely, he also works well in comps that require more mobility. I currently wouldn't draft him as a solo Support as the meta is very burst oriented at the moment, but he can solo heal. Pair him with Uther or Stukov and he really shines.

Edited by Valhalen

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The reasoning for making Nonstop Remix not recommended is not solid. The current argument is that it's not always the case that you catch multiple enemies with Reverse Amp. However, common sense says that by level 20, you should know if you can or cannot. Every single Lucio game I've played with Reverse Amp, I could tell whether I am able to catch multiple people or not. For a level 20 talent that's much more reliable than Genji's Living Weapon reset, it's at least a situational talent whenever Lucio can catch 2 or more heroes.

Next, Bring It Together is a much stronger talent than Rejuvenescência when it comes to healing anyone else other than tanks. At around 4500 health at level 20, the healing of Rejuvenescência exceeds Bring It Together. That applies to only 30% of the roster. If it's a teamfight, I am likely to proc the talent and heal more. The only concern of Bring It Together is reliability, which is too weak of a reason to make the talent not recommended.

Edited by Trensicourt

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5 hours ago, Trensicourt said:

The reasoning for making Nonstop Remix not recommended is not solid. The current argument is that it's not always the case that you catch multiple enemies with Reverse Amp. However, common sense says that by level 20, you should know if you can or cannot. Every single Lucio game I've played with Reverse Amp, I could tell whether I am able to catch multiple people or not.

Waiting too long to get some value out of Reverse AmpReverse Amp is simply bad. While you can tell when you are able to catch multiple enemies with Reverse AmpReverse Amp, it does not have to happen that often for it to be better than any other talent in the tier. 

5 hours ago, Trensicourt said:

For a level 20 talent that's much more reliable than Genji's Living Weapon reset, it's at least a situational talent whenever Lucio can catch 2 or more heroes.

We marked Living WeaponLiving Weapon as "Not Recommended" for that reason. While Nonstop RemixNonstop Remix is more reliable than Living WeaponLiving Weapon, it is still not reliable enough.

5 hours ago, Trensicourt said:

Next, Bring It Together is a much stronger talent than Rejuvenescência when it comes to healing anyone else other than tanks. At around 4500 health at level 20, the healing of Rejuvenescência exceeds Bring It Together.

If you take a look at healing numbers for tanks, who you should try to heal the most, especially those with strong peel, the difference between the two talents is huge. For example, with Varian being the most picked "tank" hero, and TauntTaunt being the most common level 10 talent for him by a significant margin, RejuvenescênciaRejuvenescência will always heal more than procced Bring it TogetherBring it Together. If you add a most commonly picked assassin, Valla, you will get higher value starting at level 22, which is too late for Bring it TogetherBring it Together to be picked. Healing three or more damaged heroes is not that common, so the problem is indeed reliability. 

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I'd like to know what you think of this:
https://www.icy-veins.com/heroes/talent-calculator/lucio#26.0!3322323
It revolves around positioning yourself to get near of 2 of your allies then use Amp it up. The duration is increased by the ult choice and the lvl 20 talent allows to basically double that bonus. I picked Bring it Together over Rejuvenescência because I calculated (probably poorly, I'll admit that) that at lvl 20, the former heals more than the later as long as the target has less than 5 000 HP.

This build would allow for a big uptime of a huge healing area. Accelerando at lvl 1 allows you to position more quickly to be able to combo your talents

I'll admit that I didn't try it yet, but it sure seems fun to play :P

Edited by Farbas
Added info

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7 hours ago, Farbas said:

I picked Bring it Together over Rejuvenescência because I calculated (probably poorly, I'll admit that) that at lvl 20, the former heals more than the later as long as the target has less than 5 000 HP.

If you are using it to heal a tank, then even when procced, it heals less than RejuvenescênciaRejuvenescência. When you heal 2 heroes at once, then as you say, it becomes better at a higher level. So, if your team has mainly melee heroes and you are sure that the game will go on for quite some time, you can pick Bring it TogetherBring it Together and be better off than you would be with RejuvenescênciaRejuvenescência. However, since that usually isn't the case, you should generally pick RejuvenescênciaRejuvenescência instead.

Also, Sonic AmplifierSonic Amplifier is too inconsistent for the advantage it can provide. If your team is well coordinated, feel free to pick the talent, though.

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There's an error in level 20 talents discussion; Bonus TrackBonus Track is described as "....if he swaps beats while Reverse AmpReverse Amp  is still active.." it probably means Amp It UpAmp It Up

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6 hours ago, SteveFrost said:

There's an error in level 20 talents discussion; Bonus TrackBonus Track is described as "....if he swaps beats while Reverse AmpReverse Amp  is still active.." it probably means Amp It UpAmp It Up

Thanks! I just submitted a fix which should go live soon.

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While playing lucio in game after getting the level 20 talent that refreshes the duration of amp it up, the guide mentions it provides lucio with 1 entire speed and healing boost, but when I play him I can swap from heal to speed, then quickly back to heal and in essence have a double duration healing amp. I request this be mentioned in the guide as some people may think that the amp duration only lasts as long as you stay on the new track, and you will revert to normal crossfade if you attempt to swap back to what you started the amp on during the refreshed duration.

 

I would also like to mention that when fighting team comps who lack burst damage, I take reverse amp for the longer amp it up duration, the basic attacks reducing CD as if lucio plays carefully he can benefit greatly from the reduced CD and mana cost, and when coupled with the ability to refresh the duration of amp by swapping crossfade tracks, A good lucio could keep amp it up healing on without stopping for as long as he does not run out of mana, which for me when lucio is on full mana tends to last between a minute and a minute and a half. The long sustained amp healing is really nice when the enemy has difficulty bursting through the healing.

 

Thanks for the guide though, its really helpful.

Edited by SuperKaioken

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11 minutes ago, KendricSwissh said:

Hey Everyone,

After some playtesting, I'm going to update the Lucio guide tonight! Stay tuned and thanks for reading! 

Looking forward to it! I've been playtesting him yesterday and found the W Build surprisingly effective. Very solid.

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Aaand it's live! 

Some personal feedback on the build from a Lucio Main: 

I overall think that he's weaker than before. His core strength is almost gone, which was his speed to bait enemies into using (and missing) abilities on him. Instead, Lucio now needs to be played a lot more conservatively! High Five is definitely a nice pick. 

All in all, a rather weak rework unfortunately. Perhaps future changes can help tackle that. 

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4 hours ago, KendricSwissh said:

Aaand it's live! 

Some personal feedback on the build from a Lucio Main: 

I overall think that he's weaker than before. His core strength is almost gone, which was his speed to bait enemies into using (and missing) abilities on him. Instead, Lucio now needs to be played a lot more conservatively! High Five is definitely a nice pick. 

All in all, a rather weak rework unfortunately. Perhaps future changes can help tackle that. 

On paper his rework looked it made him much stronger. Weird, eh? But since they reduced his innate movement speed, it makes sense that he cannot be as bold as before.

Also, I was looking on the Talent Build page and noticed that you marked SubwooferSubwoofer as not recommended and Off the WallOff the Wall as recommended, yet his Sound Barrier Build puts SubwooferSubwoofer as the level 4 talent.

Edited by Valhalen

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On 3/29/2019 at 2:46 PM, Valhalen said:

On paper his rework looked it made him much stronger. Weird, eh? But since they reduced his innate movement speed, it makes sense that he cannot be as bold as before.

Also, I was looking on the Talent Build page and noticed that you marked SubwooferSubwoofer as not recommended and Off the WallOff the Wall as recommended, yet his Sound Barrier Build puts SubwooferSubwoofer as the level 4 talent.

Let me look into that! Thanks for the catch! 

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http://dignitas.gg/articles/blogs/Heroes-Of-The-Storm/13632/break-it-down-the-ultimate-hots-lucio-guide

Well, Lucio's rework has been out for some time now. I do think that the new Lucio is much more aggressive than the old one because of the new tools he got (mainly Push Off).

Found this guide on Reddit written by someone from Dignitas. By comparing these 2 guides, there're something very interesting to discuss. (I'll be focusing on talent choices)

First, Dig's guide highly value Accelerando, since it 'enables everything Lucio wants to do'. While he thinks it's a must pick, Kendric's guide thinks Party Mix is a solid alternative.

Second, Dig's guide thinks Good Vibrations is the best talent overall on Lv 7, with Boombox being a situational pick, Kendric's guide thinks GV is too weak. Dig's guide points out the synergy with Off the Wall, but still picks it 'almost all the time' even without OtW. On the other hand, the writer 'is not a fan of Reverse Amp in its current state'.

The third one is also a controversial talent that Kendric doesn't recommend, Slip (on Lv 13). Dig's guide describe it as 'the default pick' on this tier because it 'accentuates his strengths while mitigating his squishiness', but Kendric's guide think it isn't 'impactful and useful to allies' when compared to the other talents. 

Both sides have solid arguments I'd say. I'll need to test out Good Vibrations though since I've never take it. However, I personally don't like Slip, especially with Accelerando because these 2 speed boost don't stack together.

I'd like to see other's opinions though since I'm just a pleb. 

Edited by ShadowerDerek

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      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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