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Oxygen

BlizzCon 2017 - Hanzo Hands-on Impression

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Oxygen had the chance to play Hanzo at BlizzCon 2017 and has listed his thoughts on the gameplay, design and viability of the hero. Hanzo is slated to be released December 4.

Abilities and Talents

Before going over our impressions of the hero, it's worth including a list of their abilities and talents. You can find all the information required in the spoiler tag below.

Spoiler

Abilities

  • [D] (Trait) Natural Agility (30-second cooldown): Target unpathable terrain or a Structure to jump to the other side of it.
  • [Q] Storm Bow (4-second cooldown): Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire.
  • [W] Scatter Arrow (8-second cooldown): Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit.
  • [E] Sonic Arrow (20-second cooldown): Fire an arrow that grants vision in a large area for 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move.
  • [R1] Dragonstrike (100-second cooldown): After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150 damage.
  • [R2] Dragon's Arrow (100-second cooldown): Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

Talents

Level 1

  • Target Practice (Quest): Hit every enemy hero with Hero with Storm Bow. Reward: After hitting every enemy hero once with Storm Bow, its range is increased by 30%. Reward: After hitting every enemy hero 3 times with Storm Bow, its damage is increased by 100.
  • Simple Geometry: Hit a hero with multiple arrows from the same Scatter Arrow cast 20 times. Each arrow hit after the second grants additional progress. Reward: Upon hitting terrain for the first time, Scatter Arrow creates 2 additional arrows.
  • Redemption: Every 2 basic attack within 10 seconds grants 1 Redemption, stacking up to 15. Dying decreases Redemption by 3, and Redemption can be lost even at maximum stacks. At 15 Redemption, gain 50% increased attack speed.

Level 4

  • Explosive Arrow: Upon hitting a Minion or Monster, Storm Bow deals 100% of its damage to enemies around its target.
  • Serrated Arrows: Scatter Arrow deals 250% damage to Minions, Monsters, and Mercenaries.
  • Ignore All Distractions: Basic attacks instantly kills Minions and increase Hanzo's basic attack range by 2 for 3 seconds.

Level 7

  • Shieldbreaker Arrows: Basic attacks and Storm Bow deals 300% bonus damage to shields on heroic targets.
  • Never Outmatched: Reduce Scatter Arrow's mana cost by 40, down to 20. Basic Attacks lower the cooldown of Scatter Arrows by 4.
  • The Dragon Hungers: Hitting heroes with Storm Bow increases spell power by 5% for 10 seconds, stacking up to 20%.

Level 10

  • [R1] Dragonstrike (100-second cooldown): After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150 damage.

  • [R2] Dragon's Arrow (100-second cooldown): Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

Level 13

  • Fleet of Foot: Hitting heroes with Storm Bow grants 10% movement speed for 6 seconds up to 30%.
  • Ninja Assassin: Hitting heroes with Storm Bow reduces Natural Agility's cooldown by 10 seconds. Additionally, hero takedowns reduce Natural Agility's cooldown.
  • Mounted Archery: Upon mounting, gain 30% additional movement speed for 5 seconds. Using Natural Agility instantly mounts.

Level 16

  • Flawless Technique: Hitting heroes with Storm Bow increases the damage of Hanzo's next basic attack within 5 seconds by 25%. Basic Attacks against heroes increase Storm Bow's damage within 5 seconds by 25%.
  • Piercing Arrows: Storm Bow and Scatter Arrow pierce, hitting an additional enemy. Additionally, Scatter Arrow can pierce through one additional enemy each time it ricochets.
  • Giantslayer: Enemy heroes hit by Scatter Arrow and basic attacks take 1.25% of their maximum health as damage.

Level 20

  • The Dragon Awakens: Hitting a hero with Storm Bow, Scatter Arrow or basic attack reduces the cooldown of Dragonstrike by 5 seconds.
  • Play of the Game: While in flight of up to 2 seconds after impacting a target, Dragon Arrow can be reactivated to teleport to its location and jump backwards. If used after impact, Hanzo shoots an arrow that deals X damage to each target.
  • Sharpened Arrowheads: Scatter Arrow limits the amount of armor heroes hit to 0 for 5 seconds.
  • Bullseye: Increase Sonic Arrow's speed and center radius by 100%. Additionally, heroes hit by Sonic Arrow's center are stunned for 1 second.

 

Hero Design

Hanzo is one of the two Heroes announced at BlizzCon 2017. He is an ability-focused, long-ranged Assassin that relies on pinpoint accuracy and environmental awareness to deal damage. His kit is an instantly recognizable and rather direct MOBA translation of his Overwatch skillset, as is the case for most Overwatch Heroes. It is worth noting that he cannot, however, deliver basic attacks while moving, something we have come to accept from Overwatch characters. His basic attacks are pretty strong but unusually slow for a ranged hero, starting at 0.67 speed, like Stukov. His sustained damage output is overall average. His health pool is also appropriately very limited.

Storm Bow (Q) is a two-part ability that first causes Hanzo to channel, causing him to be unable to attack but still able to move, and to ''aim'' towards your cursor's position. While in this state, which can be maintained indefinitely, the apparent range of the ability increases over the next 2 seconds to nearly double. Clicking or hitting the ability's hotkey once again releases a relatively fast projectile in the cursor's direction, dealing damage to the first target hit. If you've played Varus from League of Legends, you know exactly what to expect from this ability, except that the range isn't nearly as long as you'd hope it to be. The ability's damage is also (unintuitively, perhaps) completely independent from the channeling time, and the fact that it doesn't pierce by default (a level 16 talent allows it to do so) means that melee heroes end up being your main target for this one.

Scatter Shot (W) launches a tiny, long-ranged projectile that deals a trivial amount of damage to the first target hit. If this projectile hits unpathable terrain or a structure, it instead explodes to project fan of 5 new projectiles at an angle which damage the first unit they hit and will keep on bouncing off terrain and structures up to a maximum of 4 times. This ability would be quite unique if Junkrat's grenades didn't already use terrain to do something similar. The fact that Scatter Shot's doesn't pierce makes it difficult to use; you may find the right angle on a target that would be hit by multiple projectiles, but having something in the way can ruin an otherwise great shot.

Sonic Arrow (E) lobs an extremely slow arcing projectile which reveals a large area for 8 seconds upon landing. This effect also reveals stealthed heroes. If the projectile hits a unit, they take a bit of damage and the reveal circle instead "follows" that target for the duration. Reliably hitting an intended target was highly impractical, however, due to the projectile's really slow speed.

Dragonstrike (R1) causes Hanzo to channel towards the targeted area for 1.5 seconds. This area is not directly in front of him, but instead at a bit of an offset, meaning you could never hit heroes in melee range with this if you were to try (but probably shouldn't anyway). After 1.5 seconds, the iconic spirit dragons spawn and slowly creep forward to deal damage at a fast interval to anything near them, and about three times as much damage to enemies near the center of the area. This area is relatively thin, making this effect rather easy to sidestep even in smaller spaces. The expected Ryuugawa... ga teki... whatever-whatever Hanzo scream also warns you of the spirit dragon's impending apparition as a convenient reminder to all that they should probably move, not unlike Ragnaros' Lava Wave.

Dragon's Arrow (R2) fires a large arrow that moves quickly across the battleground, not unlike Sgt. Hammer's Blunt Force Gun. Upon hitting a hero, it deals a large amount of damage in an area around that hero and stuns all nearby enemies as well. The damage and stun duration scale at a set interval; hitting a hero close by does very little damage and stuns only for 0.5 seconds, whereas hitting a hero over a screen and two screens away respectively increase the damage and stun to more or less quadruple. It's impossible for me to not draw parallels with League of Legends' Ashe's own iconic ultimate ability here.

Natural Agility (Trait - D) causes Hanzo to jump above an unpathable piece of terrain or structure to land directy away from where the ability was cast. This one can't be used on terrain that was much larger than, say, two Diablos in size. I think I might just start using Diablo as a measure of game space from now on.

 

Impressions and Gameplay

If I could describe Hanzo's gameplay in a word, I'd probably have to go with disjointed.

I might just say something very unpopular here, but I've never been a fan of "imported" ability kits; to me, skills that were born in ARPGs and FPSs should probably remain there, unless tweaked beyond recognition to feel like they actually belong in a MOBA. I think something like Valla illustrates exactly what I mean: If I've always disliked Hungering Arrow and Multishot - two abilities initially created to be spammed in an ARPG environment at some outrageous rate against hundreds of monsters - for their gross simplicity, she, at, least, has the very MOBA-friendly Hatred to keep me interested, making her work for me. Hanzo, on the other hand, has no such thing; we are simply treated to a faithful yet dysfunctional port of the character that ends up feeling weird. Do I feel like an actual sniper when Storm Bow's range isn't much longer than that of most other abilities? Does Scatter Shot feel powerful when I can't target the floor to shotgun a nearby target due to the targeting limitations of a top-down game? Does jumping over a small wall every 30 seconds make me feel like an assassin seeking the perfect spot for a quick one-hit kill? No. None of this feels like Hanzo to me, which is really terrifying because Heroes of the Storm, we should never forget, is all about bringing these iconic characters to life in a MOBA. But what we got is Varus-Ashe-Legolas-McGeneric-Archer-Man, not Hanzo. This is a missed opportunity to have gotten way crazier with design.

To add to this, his abilities have no synergy with each other, making them feel thrown together without any real overarching design goal. Again, I want to blame the fact that the kit comes right out of an FPS, where skill synergy isn't nearly as important as in MOBAs to create appealing character gameplay.

Now that I've shared my general impression, I'm going to go over some of the things that stood out gameplay-wise.

Storm Bow was pretty difficult to use well, making hits satifying, but nothing too exhilerating like landing a headshot in Overwatch. I generally felt like Storm Bow dealt way too little damage for how long it had to be channeled, for how easy it was to avoid, and for the fact that it makes you unable to deliver basic attacks. The Flawless Technique level 16 talent (25% Storm Bow damage after using a basic attack) made it more reasonable. But right now, if you imagine a slower, shorter ranged, weaker hitting Chromie Sand Blast, you pretty much get Storm Bow. The short 4 seconds cooldown is worth noting, but the channeling time realistically made it more like a 6 seconds cooldown. I have the feeling that our devs didn't want Hanzo to fall in Chromie territories of arguably problematic design, but Storm Bow's range definitely feels off.

Scatter Shot was both fun and frustrating, if that's a thing. Fun, because I really liked the minigame involved in trying to land perfect 5-hit scatters against heroes. Frustrating, because that pretty much never happened. Let's put it this way: to get a good hit, your target needs to be close to a wall, but not too close nor in front of you, else they'll block the projectile, at the right angle, with nothing else between you and said wall. Much easier said than done. Moving your cursor just one pixel can completely change the angling of the shrapnels because of how "sensitive" the targeting is. But when it does work, it feels amazing... right? The damage is absolutely on the low side of things, making perfect hits cool, but nothing worth raving about. After a couple of games, I more or less ended up giving up on trying to get good hits and I'd just throw the thing in a semi-random fashion whenever I thought it might poke a few things. This is definitely not what I'd call a succesful implementation, which is a shame because the concept has potential.

Sonic Arrow was about as exciting to use as Lunara's Wisp.

Dragonstrike felt rather bland, though it did look amazing. I think the feeling of blandness is related to what I was talking about earlier. In an FPS, this ability makes sense as a novelty item and as a powerful ultimate: it passes through walls, travels through the entire battlefield, can surprise opponents from weird angles, and pretty much instantly kills anything it touches. It feels awesome because, to reiterate, in an FPS, it's not something you see often. In Heroes of the Storm, a MOBA, that's a completely different story; too much of the ability's depth has been lost in translation. It needs something because right now, it's a glorified Hyperion with a cast time that can't kill minions or hit structures. I'll say that it would be excellent for contesting boss captures, but so are most area of effect heroic abilities.

Dragon's Arrow also looked awesome and was frankly pretty fun to use. That's probably why every single MOBA out there has its own little version of the ability. The targeting reticle looked great and did a good job showing how the ability works with regards to its "growing" effect.

Natural Agility was probably the weirdest part of the entire kit. Besides the fact that it's a more situational (needs a wall or structure) version of Genji's Cybernetic Agility on twice the cooldown, using the thing just felt unresponsive. I think that part of the problem was that I couldn't easily gauge which environmental walls I was allowed to jump over. You also have to target near Hanzo and not where you're trying to land to actually trigger the jump, which is quite unintuitive. I wish Natural Agility could be used while channeling Storm Bow.

 

Balance and Viability

I'll keep this short: Hanzo brings very little to the table we haven't seen already, is difficult to play, and generally feels undertuned. Although Sonic Arrow is definitely on the strong side of scouting tools, other heroes don't have to give up an entire ability slot for a similar effect unless they're a Dryad that hits hard. I suspect Dragon's Arrow to be the heroic ability of choice because it actually felt rather powerful, and competes with something that wasn't all that good. His waveclear is poor, his siege/pve damage potential are both quite bad for an assassin, and he has no self-sustain (forget solo laning here), meaning he can't round off a team composition like a lot of other assassins can if you need some of the aforementioned niches filled.

 

Conclusion

Hanzo's skillset translates poorly into the MOBA genre. He feels undertuned numbers wise, and the fear of creating another Chromie has greatly limited the range of Storm Bow. His overspecialized kit makes him difficult to fit into a lot of team compositions.

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Almost none of this surprised me after reading the abilities and talents descriptions. Scatter arrow looks ridiculously hard to pull off. I am surprised about storm bow's review though. Well, they have an entire month... we'll see if that means anything.

I also noticed he has no talents for sonic arrow except 20. Probably need to adjust an ability if you can't even add talents for it.

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28 minutes ago, Warper said:

I also noticed he has no talents for sonic arrow except 20. Probably need to adjust an ability if you can't even add talents for it.

It's the WispWisp effect.

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11 hours ago, Oxygen said:

Let's put it this way: to get a good hit, your target needs to be close to a wall, but not too close nor in front of you, else they'll block the projectile, at the right angle, with nothing else between you and said wall. Much easier said than done. Moving your cursor just one pixel can completely change the angling of the shrapnels because of how "sensitive" the targeting is. But when it does work, it feels amazing... right?

I guess that is what we could call "Simple Geometry" (funny because he has a talent with this name). Maybe this Scatter Arrow has more value in very enclosed spaces, where you're more likely to hit when the arrow splits? Or maybe as just a waveclear tool because of "Serrated Arrows" at level 4.

But still, Hanzo has some pretty "in paper" broken talents, like "Ignore All Distractions" (insta-kill minions, wat) and "Shieldbreaker Arrows" (Storm Bow and Basic Attacks deal 250% shield damage, double WAT). Sure, he has very slow attack speed, but still. A talent that instantly kills minions on level 4? And one deals 250% shield damage on level 7? DAMN.

Anyway, I can't WAIT for your impressions on Alexstrasza, Mr. Not-Duck-Anymore-But-Now-Ethereal-Man. (Also, please check if she has a /dance command while in her dragon form)

Quote

I think I might just start using Diablo as a measure of game space from now on.

Well, the developers use Uther for scale, so you could do it your way and use Diablo, haha.

Edited by Valhalen

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1 hour ago, Valhalen said:

Maybe this Scatter Arrow has more value in very enclosed spaces

You'd think it would, but the initial projectile has to reach a wall, which can be awkward. Summons are annoying.

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1 hour ago, Oxygen said:

You'd think it would, but the initial projectile has to reach a wall, which can be awkward. Summons are annoying.

The projectile doesn't scatter unless it hits a wall?

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Well, if you think Hanzo's purpose is to be useful/enjoyable to play, you are wrong.

He excels at a) being cancer (in whatever sense it is used), and b) make his team butthurt the moment he is picked. 

I see his true purpose translates to hots perfectly.ggwp

Edited by Jonar
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2 hours ago, Jonar said:

Well, if you think Hanzo's purpose is to be useful/enjoyable to play, you are wrong.

He excels at a) being cancer (in whatever sense it is used), and b) make his team butthurt the moment he is picked. 

I see his true purpose translates to hots perfectly.ggwp

Damn, that's meta. Well done.

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Your review mirrors a lot of what I had already been afraid of when reading his introduction/watching his spotlight... another lack luster champion it seems. Sad!

Edited by nie7e

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On 11/17/2017 at 3:17 PM, nie7e said:

Your review mirrors a lot of what I had already been afraid of when reading his introduction/watching his spotlight... another lack luster champion it seems. Sad!

Aye. They simply buffed his numbers a bit; no changes. I expect sub-40% win rates.

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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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