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Heroes of the Storm Hanzo

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I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

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5 hours ago, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

I don't believe so, as it doesn't count towards any other quests that I know of.

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Guest Herbert

I have to disagree with you placement of haunted mines as a bad map for Hanzo. If you build scatter arrow with redemption at level 1 you can easily clear any camp by level 7 and can easily clean up in the mines.

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I bought Hanzo with gold, reasoning "Why not?" And to my very great suprise... He's FUN. Maybe not competative, maybe not even viable, but certainly FUN. Lining up skillshots is incredibly satisfying, and rather than feeling like McGenericArcherMan, I do actually feel like Hanzo. I'm delighted.

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I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 
Try to find his locust in a lane. If the locust has a lot of its duration left, it means that Abathur is most likely behind the wall and you can shoot him with storm bow. The low hp warning effect doesnt trigger after the first storm bow. Shoot a sonic arrow then follow up with storm bow and try to land as many storm bows on him as you can. (Killing him is not the priority so do not try to land sonic arrow on him. After the first try of storm bow hits, leave to complete the hits on other heroes completly and then try to find him again to complete the quest. 
Altough this might be prevented by Abathur positioning himself behind but even one storm bow hit is already enough to get value from Target Practice. The dmg part doesnt scale with level so at lvl 20 its only a 14% dmg increase.

If the Locust comes late into the lane or you see that its timer is depleted then dont go for Target Practice since Abathur is most likely in his base. 
Remember you can quickly pick Target Practice by holding CTRL and pressing 1.

I dont understand why TotS, Hanamura, IS are his average maps his waveclear is pretty good after lvl 4 and if he goes after Serrated Arrows he can kill the enemy objective "boss" very fast if it happens that your team lost the objective fight. Same on haunted mines.
Even picking Explosive Arrows is beneficial because you can deal dmg to the monster and heroes near it who are pushing with it. 

I also wouldnt recommend picking Ignore All Distractions without Redemption because it will cripple Hanzos otherwise very good waveclear.
Fleet of Foot is actually a trap talent that doesnt work with Storm Bow builds. The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it. Ninja Asassin is much easier to use the Fleet of Foot and it allows you to kite people with terrain while you shoot them with your abilities.

Edited by xevex

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11 hours ago, xevex said:

I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

11 hours ago, xevex said:

The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it.

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

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On 12/13/2017 at 3:14 AM, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

After several tests, I can confirm that Ultimate Evolution does not stack Target Practice. 

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11 hours ago, Straften said:

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

Completing the first part is pretty much easy even with Abathur unless he stays at the base. Most Abathurs are behind walls mid map. 
Not to mention that if they are body soaking youre pretty much garanteed that you gonna get the quest all you neeed is a map awareness. In that case is mostly better to not trying to kill him making him think that burrowing will always save him from Hanzo which will help you to get the rest of the stacks easily. 

11 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

Yes, its possible, not as easy as using Ninja Assassin.

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21 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

I did additional testing on this and discovered that the channel time is not increased. 

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On 12/18/2017 at 5:19 AM, Straften said:

I did additional testing on this and discovered that the channel time is not increased.

Which means its speeds up the channel time according to the added lenght. Well thats nice. 
Ninja Assassin is still the easier one to use. I was testing Fleet of Foot in try mode on an unmoving dummy and it was hard to stack the buff if you shot the arrow at the end of its lenght or even slightly before then. I dont see it being easier on live players.

Only map i can think of where Ninja Assassin is a really bad pick is Haunted Mines. That Map doesnt have enough terrain to use. 

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Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

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I don't think this guide does Hanzo justice. I have around 50 games with Hanzo and a 60+% winrate with him.

The ratings for some talents are not right from my experience.

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Serrated Arrows though deal less damage than Explosive Arrows can do mercs. With Never Outmatched and Piercing Arrows, Serrated Arrows clear faster than Explosive Arrows even without Redemption or Simple Geometry. I'd say Serrated Arrows is definitely recommended.

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

 

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6 hours ago, Trensicourt said:

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Indeed i dont know how it get to Storm Bow build saying it has a good synergy with Flawless Technique which is bullshit.
The talent is only good with Redemption nothing else. Its nice that late game you can kill catapults with one basic attack though.

6 hours ago, Trensicourt said:

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

Indeed, the 6 seconds of movement speed you get is just meh. Renewing/stacking it is a pain in the ***. And there are multiple talents on other heroes that are not recommended because they promote overextending, this talent does that, it never helped me. 

Edited by xevex

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Edit: Never mind.  I see the topic I mentioned was already in the talent description.  Moving On.

Edited by TSRD

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11 hours ago, Guest sChUhBiDu said:

I can approve what this guy from Tempo Storm s saying in the video.  Maybe some new thoughts for you guys

Tempo Storm cattlepillar – Hanzo talent overview and rundown

He can be played as a sustain aa hero though so the thing with Redemption is not entirely true (lets ignore the fact that there are multiple other better sustain dmg dealers) aa, aa, scatter arrow rinse and repeat. 

I see his point about Target Practice (i always just finish the first part and then let the rest finish it self,im really not gonna chase for 100 unscaled dmg when i hit a basic attack after every stom bow which is 179 dmg), but in my opinion Simple Geometry is not really needed to play him as a jungler and the 2 additional scatters are "added" to the edges, making the cone even wider>which means entirely useless in most teamfight situations while the extra range on Storm Bow can secure a kill which would otherwise wouldnt be possible. 

I dont really get him, hes talking about Hanzo as if his some kind of AoE dmg dealer which is probably his worst teamfight build. 
The AoE dmg gets healed up pretty quickly unlike the single target burst from Flawless Technique which is a godsent for securing kills. Yes i know Pierce Arrows basically doubles the dmg but hitting but you miss more kills without it and its not like Hanzo needs Pierce Arrows to del good dmg.
You can still give up Dragon Hungers for Never Outmatched and Serrated Arrow so that you can do mercs quick and objectives. 

I dont know. I have very different opinion about Hanzo i dont think hes some backline poke hero, i think hes a lot like Genji but "less super hero more ninja". : D Genji goes melee for the finish with Swift Strike while Hanzo gets a Storm Bow up or a Basic attack. Ofc you cant have both a Jungler Hanzo and a Finisher Hanzo but giving up Dragon Hungers is still okay for more PvE dmg. 
 
 

Edited by xevex

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On 12/26/2017 at 5:27 AM, TSRD said:

Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

You make some good points about Ninja Assassin; I agree that it deserves to be moved to Situational.

On 12/26/2017 at 5:27 AM, TSRD said:

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

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7 hours ago, Straften said:

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.  Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

Still, fair enough.  It is situational, I guess the Overwatch maps (ironically enough) would count as ones where the Jungleing aspect wouldn't be all that helpful.  On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

Edited by TSRD
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5 hours ago, TSRD said:

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.

I agree with you here. The synergy between these two Talents is strong enough that you can take them outside of a specific build. However, one may as well go all in with the Scatter Arrow build if two Talents are already invested. There simply aren't any other Level 1 or Level 16 Talents that synergise quite as well here currently.  

Serrated ArrowsSerrated Arrows and Never OutmatchedNever Outmatched are great to experiment with, as these are probably the most versatile Talents in his kit. This is why they can be seen in the less competitive Basic Attack Build as options. Upon playing the Basic Attack Build with all of its variants, one should come to the conclusion that a full Scatter Arrow Build is superior in most respects. Several enemy shields would be the main situation where the Basic Attack Build could eclipse the Scatter Arrow build via Shieldbreaker ArrowsShieldbreaker Arrows. However, the meta is not shield heavy at the moment. The meta will inevitably shift with balance changes, but I digress.

5 hours ago, TSRD said:

Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

For large camps like Knights or Goliaths, Piercing ArrowsPiercing Arrows really helps to speed things up. Clearing these camps faster not only saves you time, it means that you will leave with more Health.

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

5 hours ago, TSRD said:

On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

The Scatter Arrow build has awe inspiring clear speeds. Its almost like having bribe stacks without having to farm them!

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33 minutes ago, Straften said:

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

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1 hour ago, TSRD said:

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

Edited by Trensicourt

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55 minutes ago, Trensicourt said:

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Edited by TSRD

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On 1/3/2018 at 9:10 PM, TSRD said:

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Imo, most streamers don't know how to finish Simple Geometry easily because they swear by Q build.

Edited by Trensicourt

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      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
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    • 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
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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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