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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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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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