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Heroes of the Storm D.Va

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From what D.Va I've played so far I've found Rush Down to be absolutely huge.  The lack of movement speed on D.Va on most maps is just killer.  Maybe on a really small map like Tomb I could see going without it (maybe) but on the vast majority of maps (never mind giant maps like Warhead Junction or Cursed Hallow) it has been a life saver for me.

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I am extremely surprised the level 4 talent Fusion Generator is X'ed out. I have found it to be a must pick for every Talent build I have tried with D.VA. It might not look great on paper but it brings the Defense Matrix into a real strong source of energy for the Self Destruct ability. Greatly more so than Bring It On. 

I also find the level 13 talent Emergency Shielding to be incredibly good for two reasons. 1: It provides a great 'last second' opportunity for D.VA for activate her self destruct (assuming she has it at the time.) Thereby making the most of her health bar on the first MECA, and then dropping a brand spanking new one down for her. 2: And in the event that D.VA isn't using Self Destruct it gives her an opportunity to relocate or re position herself so that she isn't in immediate unwanted danger upon entering pilot mode. 

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I really like this guide. As usual the Icy Veins team makes a remarkable job.

I think the Pilot Mode build is my personal favorite. I haven't been able to test the other two yet, but this is one is the most appealing to me, since the bulk of the D.Va gameplay is to build enough energy to Self-Destruct at the right opportunities. This, packed with Big Shot, can speed up this process, so you can blow up your Mecha over and over.

Also, shouldn't the fact she has two healthbars be noted in the Strengths?

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Guest astropicio15

nerf this champ roght now, imposible to play against it, 2 health bar , abilities that can wipe a full strength zerg rush at braxis alone...( yes just sae it right now this is why im commenting this) in pilot mode she does more burst damage than, everybody? and the thruster.. 300 dmg and more that killed me several times and dont talk about the bunny hop. if blizzard dont nerf dva i dont think i would play more, or i will go afk in every game someone takes it. oh and also when destroying the mech she gets it againat no cd , so hey no way to kill her unles 5vs1 but this would never happend and everybody know it

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Nice guide, but some things I would argue aren't exactly given the glory they deserve. Ablative armor on 13 is absolutely huge, it makes a lot of heroes in the game, for example most tanks and everything with fast attack speed or just in general below avegrade damage output literally just do 50% less damage versus D.Va. Arthas for example, does 50% less damage to ablative with autos and with tempest and only can bypass the minimum damage threshold with crits with his trait and with death coil, all other damage just does straight up get dampened by 50% unconditionally. Its by far the strongest talent on the tier when it comes to buffing survivability in a normal Hero League game, as well as provides insane synergy with bring it on, as those two talents combined and having someone to consistently heal you up you can get whole charge of self destruct from depletion of a single mech healthbar. Also the pilot form isn't that vulnerable honestly, if you stay inside your explosion radius you can force opponets to tank explosion if they want to kill you resulting in your team almost guaranteed getting a counter kill if you go down.

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Guest D.va

You noted D.va as having a high learning curve but to be honest she's one of the easiest bruisers to play, between the double health bars and infinite stream of mechs you can call she is definitely more forgiving than some of the others. D.va brings a lot to the table without demanding much from the player.

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15 minutes ago, Guest D.va said:

You noted D.va as having a high learning curve but to be honest she's one of the easiest bruisers to play, between the double health bars and infinite stream of mechs you can call she is definitely more forgiving than some of the others. D.va brings a lot to the table without demanding much from the player.

Even though she is quite forgiving, in order to take full advantage of her power, a skilled player is required. I feel like she has low skill floor, but fairly high skill ceiling, and since some of the skills and talents make parts of her playstyle obvious and easy while they are not, a player that is not able to recognize it (a newbie, usually) will not be able to take advantage of more in-depth strategies, therefore making her a "hard learning curve"-hero.

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Guest D.va
15 hours ago, positiv2 said:

Even though she is quite forgiving, in order to take full advantage of her power, a skilled player is required. I feel like she has low skill floor, but fairly high skill ceiling, and since some of the skills and talents make parts of her playstyle obvious and easy while they are not, a player that is not able to recognize it (a newbie, usually) will not be able to take advantage of more in-depth strategies, therefore making her a "hard learning curve"-hero.

I'd say she has a moderate learning curve and a moderately high skill ceiling with a very low skill floor. Shes an incredibly easy hero to pick up and play off the bat. Taking advantage of more in-depth strategies is a part of every single hero, generally speaking you can tell the difference of an newer player vs an experienced player who is dedicated to a specific character. That doesn't mean that every class a very good player plays has a hard learning curve even though they would generally be better at it than a newer player.

Regardless, its not my build so whatever. It just feels like the popular/new characters people like to play are always labeled hard learning curve when most of the characters in question are moderate at best.

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I've been playing against lots of "normal" compositions in QM where Diva is the enemy tank. I don't see her as a solo tank per say, but she is incredibly strong as a initiator and can easily replace health faster than other tanks. For example, any slight crowd control and her self-destruct gains value. Even without damaging, her self-destruct zones enemies better than Guldan's horrify. It's incredible how her ability to tank can burst very high at key moments in team fights. Your ally is caught out; boost in and knock enemies out. Team fight is about to happen; initiate, soak damage, and then self-destruct, causing mass zoning and splitting. Mech is destroyed; back off, poke, gain new mech, escort retreat or counter attack. A duel happens; you accept duel and win with ease. Enemies are retreating; boost to lock down one target and to force enemies to assist victim, causing a more potentials kills for team. Again, enemies are retreating; boost and self-destruct in front of enemy to cut off escape path. Or perhaps, allies are retreating; self-destruct in front of enemy to zone them out. These examples show the burst peeling, tanking, and zoning of Diva, which I find to be the highest of all tanks. She may not sustain as a well as a solo tank, but she can do much better than a solo tank at many of those key instances. Thus, this is why E.T.C. was so successful. His potential to deny the enemy options can make plays. Therefore, it is inappropriate for Diva to be classified as a frontline bruiser. If anything, she should be classified as a "Burst Tank".

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Guest Mookuh

Correction on the Talent discussion of the Tier 1 "Pro Moves" Talent:

" Although the 2% movement speed bonus of Pro Moves does stack up to a total of 30%, each application of additional damage D.Va takes does NOT refresh the movement speed effect. Therefore, each 2% stack should be seen as an independent buff that will fall off exactly 1.25 seconds after taking the damage that applied it. "

This is requires a bit of clarification. It's true that taking additional damage will not refresh the duration on existing stacks, however, the stacks decay 1-by-1 and not simultaneously. What this means is that if D.Va takes damage, to get to 1 stack, then takes damage exactly 1 second later she'll be at 2 stacks for 0.25 seconds, then drop down to one stack, on which she'll remain for 1.25 more seconds, or 1.5 seconds after the damage that applied it. It's fairly easy to check in Try mode if you take damage from the creep wave until you're at 12-15 stacks, then run somewhere quiet - the stacks will take quite a while to drop off.

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On 6/5/2017 at 0:23 AM, Guest Mookuh said:

Correction on the Talent discussion of the Tier 1 "Pro Moves" Talent:

" Although the 2% movement speed bonus of Pro Moves does stack up to a total of 30%, each application of additional damage D.Va takes does NOT refresh the movement speed effect. Therefore, each 2% stack should be seen as an independent buff that will fall off exactly 1.25 seconds after taking the damage that applied it. "

This is requires a bit of clarification. It's true that taking additional damage will not refresh the duration on existing stacks, however, the stacks decay 1-by-1 and not simultaneously. What this means is that if D.Va takes damage, to get to 1 stack, then takes damage exactly 1 second later she'll be at 2 stacks for 0.25 seconds, then drop down to one stack, on which she'll remain for 1.25 more seconds, or 1.5 seconds after the damage that applied it. It's fairly easy to check in Try mode if you take damage from the creep wave until you're at 12-15 stacks, then run somewhere quiet - the stacks will take quite a while to drop off.

Hey Mookuh!

Thanks for the feedback, just went back and re-tested this as you suggested and you are correct about the way the stacks fall off of D.Va. Not sure where I had gotten the impression that they were all falling off at the same time when I had originally tested it, but thanks for looking out! I'm going to go ahead and make a change to the Talent description now.

-MK

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1 hour ago, EDL666 said:

Bunny Hop's cooldown is wrong, it's 100 seconds not 1. This is true in tooltips and on the Talents page

Hey, thanks for pointing this out! It should be fixed today.

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I dont see how "Bring it on" is a recommended talent when "Fusion Generator" gives you the same value just by casting defense matrix once or twice.

I also feel Rush-Down should be recommended instead of situational because of the buff it got. D.Va can rotate faster then any other hero in game with this talent, similar to Malthael/Junkrat. While its must-pick talent on big maps it gives a lot of value even on small maps.

 

Edited by xevex

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Guest vee3man

Here's two thing I disagree with fiercely on with the D.Va guide. 

One, she has a solid waveclear presence. She has one of, if not, the fastest attack speed in game, and her basic attack is an AoE. If you position her well and take 3-4 creeps in her attacks, she will mow them down fast. She can also clear the tower and gates if up against a weak laner, even as early as level 1. That's cause she can hit a tower and gate at the same time by positioning slight to the side. Wall as well, if you go in close. I've never finished a game as D.Va where I did not get either first of second on siege damage, even up against contenders like Nazeebo.

Her self-destruct is easy to escape, so use it to clear an area, like when rushing a tower, taking a objective, a team fight area block/escape, or being zerged. It buys valuable time. Nuclear Option if you're focusing on siege and buying time, and Aggression Matrix if you're helping out in team fights.

Also a little disappointed that Rush-Down isn't given the love it deserves. Rush-Down when used to travel makes D.Va one of the fastest hero in the game. She's faster than mounts. In battle, if you cancel early on chase downs, you can have a D.Va boosting every 2 seconds. And since she can basic attack on move, it's a fierce combination. 

Some people in the comments debated on the pros and cons of Fusion Generator vs Bring it On. Experienced players will actively avoid attacking in Defence Matrix zones. You pick Bring it On if you're fighting heroes that have uncancellable or fast attacks like Valla, Sonya, and Raynor, or poison hitters like Nazeebo and Lunara. This helps with burst charging. If you're up against one-shots like Nova and Valeera, use Fusion Generator for consistency.

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Hi there,

i´ve played over 1000 games with D.Va and after that long of a time i think i figured out how to play her quite well. I wondered if you plan to update this guide since she got an basic attack buff recently and maybe news to her place in the meta. My winrate is 59% at that time, so i think thats quite well at Diamond-Level :).

I personally play her as an peeler for my backline. Always in combination with a maintank. I personally think her waveclear is great and even pushing the towers and gates is quite effective when positioned right as mentioned above by another user. I wanted to show you guys how i play her as an Mech-Oriented Disruptor thats super adaptable to every situation. Maybe you find one or two new things to try for yourself ?

Builds at the end of the comment.

-------------------------------------------------------------------------------------------
 

(Level 1):

"Hit the nitrous" is my go-to talent on lv 1 because it feels fast, impactful and gives you a nice damage-poke potential in lane and to finish of escapees. When you have played with this talent a lot, "Rush Down" or anything else on lv 1 feels slow and weak. You can easily make up rush down by keeping objective timers in mind and is easily countered by a fierce archer minion hitting you in mid when travelling from bot to top. 
 

(Level 4 & 7): There are three buildpaths that i recommend since i think they need to be picked together for maximum output:

1. Peeling: Pick "Diverting Power" and "Dazer Zone" for a big shield with added slow, perfect for catching that Genji or Tracer that are moving in you backline and mitigating their damage or burst potential. I pick those together because i think the slow on the shield makes it perfect to pick with "Diverting Power". This works also perfect if the enemies have 2 burst-assassins but low CC to cancel your shield. This path is not recommended when there are tons of Silences or Stuns in the game.

2. Zoning: If you picked D.Va and your enemies have lots of hard CC and tons of escape like jumps and dashes but there is an map with a single objective like "Volskaya" or "Cursed Hollow". You pick "Bring it On" and "Nuclear Option" to have a 8 second Zoning timer that lets you gather tributes or hard-clear the objective area even against the tankiest tanks. When your enemies misplay this or try to interrupt your team they could get punished hard. You could also pick "Fusion Generator" if the enemy team lacks hard CC. This can also be used in a nice coordinated team to push your way forward in lane together with a punisher or similar. "Self Destruct" kills also all camps when positioned right. (Knights-Camp need to loose their Mage first)

3. Allrounder: This is what i pick when i have a nice engage comp and don't feel like i have to peel 24/7. You pick "Bring it On" and then "Dazer Zone" if you want a nice slow for letting your team follow up on your foe, or if you need harder Knockbacks take "Coming through". Even when the enemies have a nice amount of CC you still generate nice amount of charges and have a slow without investing too much in your shield when the danger is high that it gets broken early. 

 

(Level 10):

I personally prefer "Bunny Hop" overall because it gets you a nice amount of slow and damage after a nice engage with your Q. You can use it to chase down enemies, peel or use it as damage-tool when you go all in 1v1. What also is key to this amazing ability is, that you are unstoppable. This is awesome because it is key with D.Va to use "Self Destruct" or "Call Mech" in the last possible moment to increase your staying time and making the most out of your 2 health pools. When you get locked down by 50% health and cant cast your Self Destruct you are pretty much dead in a devastating teamfight. With this ultimate however, being unstoppable adds more control and lets you cast your "E" freely. This ultimate truly shines when you are with your team but is not the big of a deal 1v1 though.

You get more poke and sustained presence when you pick "Big Shot" then. The only scenario where i would pick it is when you are playing "Dragon Shire" or "Braxis" and you are the only Sololaner and need to play 1v1 a lot. This is nothing where D.Va really shines. Holding a lane is easy but winning is not really an option. Furthermore the fact of picking an ultimate that rewards me when i played bad, like loosing my mech for no reason, and recovering fast from it, is not too appealing to me.

 

(Level 13):

This one depends also on your enemy team: Pick "Ablative Armor" if your enemies have Tracer, Genji, Nazeebo or Guldan or even Tychus' Laser Drill. Everything that deals periodic damage by small bits like poison etc.

Pick "Expansive Plating" when you have a healer that heals % like Alexstrasza or Lucio could. This yould save your mech when there is hard burst incoming. This boosts your Health by avg. ~20%. This adds also a backdraw to your "Call Mech" Timer which is a bit unpleasing.

Pick "Emergency Shield" when your opponents have more DPS than burst since it gives you an shield that is close to 10% of your health bar every 15 seconds you go very low. 

 

(Level 16): 

"GG, WP" is the real deal, you have 50% more damage in Pilot-Form this adds up nicely for finishing low tanks or similar whilst in Teamfights or winning a duel. When you loose your Mech you get an instant reset for it when you get a kill or an assist, this would negate the Lv13 backdraw of "Expansive Plating". This increases you staying power by so much when used right. This is your powerspike talent. 

 

(Level 20):

This is the final talent that makes our build complete, mixes perfect with "GG, WP". You can teleport a short distance and deal damage when calling the mech, it works as an instant. Lets you jump over walls and reposition you in Teamfights. Since the time you need for calling your mech is quite high compared to the Dmg or CC that other heroes bring to the table that could kill or interrupt you. Also perfect for flashy plays. 

-------------------------------------------------------------------------------------------

Tips and Tricks:

Use your both health pools to maximize staying power, but go into Mech faster when there is silence or hard cc on board.

Use you big Mech to body block escaping enemies whilst moving and attacking them, this is super potent against "Unstoppable" enemies.

You can attack a mercenary Camp from a bush whilst in pilot mode to reduce call mech time. This is awesome when on Braxis and you lost your mech but need more pressure on the point. Works everywhere where a bush is nearby a merc camp, they attack you one time then they get "leashed" and back up, then you can attack them freely.

-------------------------------------------------------------------------------------------

TL;DR

Allrounder-Build: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2421224

Full-Peel against backline divers: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2121224

High-Zoning against high CC and mobility: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2441224

 

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On 2/4/2019 at 12:00 PM, SirGeilington said:

You can attack a mercenary Camp from a bush whilst in pilot mode to reduce call mech time. This is awesome when on Braxis and you lost your mech but need more pressure on the point. Works everywhere where a bush is nearby a merc camp, they attack you one time then they get "leashed" and back up, then you can attack them freely.

Holy molly, that is brilliant. I never thought that way.

Resultado de imagem para mind blown gif

Edited by Valhalen

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Whoever edited this said nuclear option keeps dva in pilot mode longer even though the talent description itself says otherwise.

Edited by Samaugsch

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      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode 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. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. 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
      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
      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 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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