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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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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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