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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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      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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