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Heroes Brawl - Escape from Braxis: Nov 22

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Escape from Braxis is the first Heroes of the Storm PvE Brawl. Instead of fighting the enemy team, you will be surrounded by the Omegaswarm and the goal is to press through the onslaught and make it to the extraction point. Win three games to receive a standard Loot Chest.

Escape from Braxis is probably the best brawl to date. It feels like playing Diablo in Heroes of the Storm!

Blizzard LogoBlizzard (Source)

Things aren’t looking great, soldier. You’re stranded on Braxis and the UED is overrun. The Omegaswarm has surrounded you on all sides, and your only shot at survival is to press through the onslaught, make it to the extraction point, and get off this forsaken rock. Will you fall victim to the Swarm, or can you work together and Escape from Braxis?

Rules:

  • At the beginning of the Brawl, your team will have the following roster of Heroes to choose from:
    • Warrior: Artanis, Arthas, Johanna, Muradin, Sonya, Tyrael, Varian, Zarya
    • Support: Brightwing, Kharazim, Li Li, Lt. Morales, Lucio, Malfurion, Rehgar, Uther
    • Specialist: Azmodan, Gazlowe, Sgt. Hammer, Nazeebo, Xul
    • Assassin: Cassia, Falstad, Greymane, Gul'dan, Illidan, Jaina, Kael'thas, Kel'Thuzad, Ragnaros, Raynor, Thrall, Valla
  • Player Death:
    • When a Hero dies, they can be resurrected by Allies after a short channel time.
    • If all players die, the mission is failed.
  • Players start at Level 10 and have access to their full talents with a few exceptions (i.e. Bribe)
  • Enemy zerg Heroes will spawn periodically throughout the brawl and will drop new active items exclusive to Escape from Braxis.
  • Push through the onslaught and survive to Escape from Braxis and win the Brawl!

Rewards

Complete three matches of Escape from Braxis to earn a Loot Chest!

Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.

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I know HotS is a PvP game and a PvE brawl is surprising, but I never liked brawls.

This sounds interesting, the first brawl I'm looking forward to play it :)

Edited by Caldyrvan
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We'll see how it goes but PvE brawls can be a good addition, not to mention that with the many Blizzard universes, there's a lot of possibilites for PvE content.

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6 minutes ago, Aglommon said:

We'll see how it goes but PvE brawls can be a good addition, not to mention that with the many Blizzard universes, there's a lot of possibilites for PvE content.

I'd love to see a boss battle brawl that could have an OW, WOW, SC and Diablo variant. They could even help people learn HoTs fundamentals like not standing in the boss stuns/roots...

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I don't know whether this is a bug or not, but you actually need to win three games, not just play them.

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19 minutes ago, Stan said:

I don't know whether this is a bug or not, but you actually need to win three games, not just play them.

Ummm.. Only in pvp you may lose and gain something.. In pve you gotta win.

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33 minutes ago, Valhalen said:

Has anyone played this Brawl yet? I'll only be able later in the night. How is it?

It's really cool. There are even AI opponents such as Murky with an Abathur hat, Dehaka, Diablo, Butcherlisk etc. It felt like playing Greater Rifts in Heroes of the Storm :). At the end of the brawl you need to defeat a boss. I am quite impressed with the endless possibilities of the Heroes of the Storm game engine.

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29 minutes ago, Stan said:

It's really cool. There are even AI opponents such as Murky with an Abathur hat, Dehaka, Diablo, Butcherlisk etc. It felt like playing Greater Rifts in Heroes of the Storm :).

Found a video! Looks a bit easy, though. Would be far more challenging if you were really swarmed by the same amount of Zergs (including the big baddies) from Braxis, PLUS 5 enemy AI heroes, PLUS the Infected Boss.

 

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Interesting BlizzCon fact: I had a chance meeting with the dev who worked on this brawl (we ended up drinking quite heavily [well, I did anyway] in my room along DunkTrain and SolidJake). I was looking forward to this one.

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I hope they make one with a diablo theme.

Edited by Fliits
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I guess it's just the first try, the pve game modes to come will be a lot more interesting. This one is just so unengaging and easy, you beat it with 5 supports team and your eyes closed like no problem.

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I love this Brawl, but you really need a Warrior-heavy lineup to succeed. Mages are really useless here. I know because I just had a go with Tyrael (me), Gul'dan, Jaina, Brightwing and Lucio. Both Jaina and Gul'dan were literally ripped apart by bosses. We lost at the second stage. I simply couldn't protect them all the damn time. 

Compare a Warrior lineup with Fury Varian, Sonya, Tyrael and a single support (even a single healer like Morales) which works like a charm. Assassins really need to be bruiser-like (Illidan) or at least reliant on AA like Falstad/Valla/Raynor (and even in this case you better have only one of these).

Edited by Leadblast

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Finally I had some time to play the new brawl :)

What I like:

  • The idea for this brawl in general
  • The pre selected heroes and the selection screen
  • The design
  • Loading screen music is the music playing while in mission briefings when playing zerg in Starcraft 1, really cool :)
  • "XP & gold/time" seems to be good if you win.

What I don't like:

  • The wrong draft, like low health heroes and/or no heal, means you can just go afk or die on purpose.
  • When a player is replaced with AI (disconnect or whatever) the AI just moves around mindlessly, embarrassing for Blizzard that they didn't code the AI for that.
  • When you have a good drafted team it's too easy, I call it boring.

Overall I would give it a 6/10 (I wanted to give only 5 but to hear this music during the loading screen is just great).

Edited by Caldyrvan

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7 hours ago, Leadblast said:

I love this Brawl, but you really need a Warrior-heavy lineup to succeed. Mages are really useless here. I know because I just had a go with Tyrael (me), Gul'dan, Jaina, Brightwing and Lucio. Both Jaina and Gul'dan were literally ripped apart by bosses. We lost at the second stage. I simply couldn't protect them all the damn time. 

Compare a Warrior lineup with Fury Varian, Sonya, Tyrael and a single support (even a single healer like Morales) which works like a charm. Assassins really need to be bruiser-like (Illidan) or at least reliant on AA like Falstad/Valla/Raynor (and even in this case you better have only one of these).

It's not that mages are useless, healers are. You need waveclear, and most supports don't have that. The quickest run I had was one where I was the only Warrior (Arthas), and our support was Rehgar (definitely one of the best laners, as far as supports go). We also had a Gul'dan, Xul, and I think it was Raynor? Honestly, as Arthas, it felt like they were doing everything without me, which makes sense, because in that lineup, Arthas has the shittiest waveclear. Even the enemy heroes melted so quick that sometimes I couldn't even land hits to farm Eternal Hunger. It wasn't until the final encounter with the boss that it seemed like being tanky was a big asset.

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Healers are good, but the bulk of the team needs to be Warriors. Without them, you're going to fail. I didn't really care much for waveclear - Varian only has Lion's Fang for waveclear but it's all he needed anyway, he still is a fantastic bruiser with a Twin Blades build. Other warriors like Tyrael or Muradin can pick a burning aura talent. The important thing is to have some form of sustain and/or inherent tankiness. A mage like Jaina has good waveclear, but she has no sustain or tankiness whatsoever.

Arthas is good, has decent waveclear as long as he doesn't run out of mana. Definitely better waveclear than Raynor.

Edited by Leadblast

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Guys srsly - I don't want to sound like a douche but everyone that is saying you can't finish it with mages compos or without support must be really bad at HotS overall O_o
The game is really nice addition (I made ~30 runs) but it is REALLY easy. You can beat it with EVERY composition. The best times we got (around 6 mins) were with heavy melee compos WITHOUT healer. There are so many healing globes on your way + insta full-heal bonuses that taking healer is kinda waste of dmg.
Also, you don't need warriors/tanks at all - full assasin/support team clears it very fast and efficiently. BUT warriors are just good here - Artanis with his lev 1 talent or Johanna with one of her lev 2 talents.

This is good oportunity for you to learn how to mitigate dmg and use your full dmg potential. Just take full mage compo and deal with it :D But if you want to play ez mode then go:
Johanna + Artanis + Greyman + Valla + Rehgar
Johanna/Artanis + Greyman + Nazeebo + Xul + Kharazim

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55 minutes ago, Leadblast said:

Healers are good, but the bulk of the team needs to be Warriors. Without them, you're going to fail. I didn't really care much for waveclear - Varian only has Lion's Fang for waveclear but it's all he needed anyway, he still is a fantastic bruiser with a Twin Blades build. Other warriors like Tyrael or Muradin can pick a burning aura talent. The important thing is to have some form of sustain and/or inherent tankiness. A mage like Jaina has good waveclear, but she has no sustain or tankiness whatsoever.

Arthas is good, has decent waveclear as long as he doesn't run out of mana. Definitely better waveclear than Raynor.

I mean... that's just objectively not true. I just told you about how one of my runs had only 1 Warrior. That's not "the bulk of the team". There's probably many possible team compositions that can clear this Brawl, because it's pretty easy. I don't think there's "a formula", but it doesn't surprise me to hear that a team with both Lucio and Brightwing struggled, especially if they weren't very good players. But mages are awesome. I can't see any reason Jaina would struggle, especially if you have healers. Her biggest weakness is lack of mobility, which is literally not an issue in PvE.

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Dude, no one ever needs mobility in this Brawl. I just told you that you need tankiness and sustain to succeed here, and no mage has that. Gul'dan has an ability that steals hp from enemies but he is completely helpless and stationary while channeling it - literally a sitting duck. He cannot sustain himself with THAT, one stun and he's done for.

If you think this Brawl is so easy and there's no "magic recipe" lineup for it, try picking only a mix of mage assassins and specialists. I can guarantee you will fail.

Also, a healer in this Brawl is basically functioning as a reservoir of hp just in case someone else takes more damage than normal, but that's not quite the same as true sustain. Brightwing and Lucio have big AOE heals, but once they have spent their heals, they're done. Once their heals are in cooldown, they're vulnerable again. True sustain comes only in the form of lifesteal talents or abilities like Illidan's trait. Morales may be the only exception as her heal works in a similar way, delivering a gradual amount of hps per second, and most importantly it won't stop healing unless she runs out of energy. Even then she needs a partner nearby to work, and obviously she would like that partner to be tankier than a mage.

Also, see the image attachment. I had this brawl run, and we lost.

As you can see I was the only Warrior in the team.

brawl.jpg

Edited by Leadblast

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      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
      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
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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