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31 minutes ago, xeonio said:

 

homonymous? Did you mean harmonious?

No!

Homonymous
adjective
1. of the nature of homonyms; having the same name.

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Can you explain to me why Fortified Bunker is a terrible talent? You mentioned that Bunker Drop is great for keeping squishy targets safe, e.g. Blaze goes out and damages enemies while squishies hide from the burst portion of the fights. If Blaze still finds his backline annihilated, then won't it be wise to acquire this talent rather than Burn Notice? It's easy to imagine the protection 50 armor for 3 seconds brings to the backline.

 

Let's say the opposing enemy has a dive comp, e.g. Greymane, Genji, whatever. You as Blaze can't stop the gap closer; all you can do is drop a bunker while you dive and harass their backline. Kael'thas, Malfurion, whatever hides in the bunker after nearing low health. Assume that Greymane and Genji both dives in this scenario and tries to break the bunker (relatively low health). These are precious seconds where Kael'thas and Malfurion are safe where they can retaliate with moderate damage and slow enemies by setting oil spills, allowing a swift retreat if needed. Bam! The bunker explodes but Kael'thas and Malfurion have amazingly high armor for 3 seconds and can escape through the oil spills they left behind. Heck, both Malfurion and Kael'thas can trade during that instance - Malf Twilights and Roots and Kael'thas combos or Pyroblasts, due to the huge armor bonus they receive. My only concern for this talent, which is also a boon, is the "ult me" scenario where the Bunker is seen as a place to be ulted. When you get Fortified Bunker, that ult could become useless since not only would the recipients receive minimal damage but the oil spills created by Fortified Bunker would make follow ups harder.

I have not played Blaze, but I'm sure there are scenarios where this is situationally useful.

Edited by Trensicourt

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2 hours ago, Trensicourt said:

Can you explain to me why Fortified Bunker is a terrible talent? You mentioned that Bunker Drop is great for keeping squishy targets safe, e.g. Blaze goes out and damages enemies while squishies hide from the burst portion of the fights. If Blaze still finds his backline annihilated, then won't it be wise to acquire this talent rather than Burn Notice? It's easy to imagine the protection 50 armor for 3 seconds brings to the backline.

If anything, I feel like its main protection aspect lies in deterring heroes from continuing their attacks (besides dispelling stuff); however, if for some reason, they are in fact able to burn the Bunker down quickly, they're probably positioned to take out whatever's inside, regardless of the armor it provides. The more I play, and the more I realize how "meh-gimmicky" Bunker actually is as a heroic ability. I'll stand by my initial assessment about Fortified, but I won't hide the fact that we'll need more experience and data to make the right call. Fortunately, tournaments are coming shortly!

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48 minutes ago, Oxygen said:

If anything, I feel like its main protection aspect lies in deterring heroes from continuing their attacks (besides dispelling stuff); however, if for some reason, they are in fact able to burn the Bunker down quickly, they're probably positioned to take out whatever's inside, regardless of the armor it provides. The more I play, and the more I realize how "meh-gimmicky" Bunker actually is as a heroic ability. I'll stand by my initial assessment about Fortified, but I won't hide the fact that we'll need more experience and data to make the right call. Fortunately, tournaments are coming shortly!

Bunker is mainly used for:

1) Avoiding delayed damage (like Pulse Bomb, Pyroblast)

2) Dodging targeted abilities (like Judgement, The Hunt, etc)

3) Giving 25 armor (or 50) when your teammates need it

4) Cleansing CC and DoT damage

You shouldn't hide in the Bunker like forever. Instead, enter it for the aformentioned purposes, and get out from a safe direction immediately. Don't expect much from a 40s cd heroic.

Also, your Ignite build ...... is CLEARLY a bruiser build, because it highly emphasised on dealing AOE damage. If you want to play him as a main tank, you should use Oil Spill for peeling, disruption and zoning instead. Which means, you shouldn't ignite it until it's about to expire, or when you need self heal. The 40% slow is much, MUCH better than the damage when it comes to the aformentioned purposes. That's why a main tank build should be focused on the utility from his abilities. It should be like this (I can't remember the names of the talents though):

Lv 1: The globe talent seems really strong. It provides you a reliable self-cleanse on top of 'reducing' (I don't know if collecting a globe permanently reduce the cooldown or just refund 5s of the cooldown) the cooldown of it. 

Lv 4: The increased area and slow of the oil seems really good for this build. The cooldown reduction of oil when hitting a hero with Q can be good too.

Lv 7: Since you rarely ignite the oil with people inside, the quest talent doesn't really fit here. May be increasing his siege damage can be good. 

Lv 10: Bunker should be the default choice here because it provides more utility to teammates.

Lv 13: The charge talent is really good at spreading oil, unless you need the other talents to counter someone.

Lv 16: The self heal for your D (gachiGasm) can make you really tanky. 

Lv 20: Bunker upgrade is quite good actually. It can spread more oil and give more armor, which is really nice to have. The other talent seems really, REALLY underwhelming.

You really feels like a typical assassin main who want to deal all the damage by yourself, even if you're not playing an assassin.

Edited by ShadowerDerek

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Hey @Oxygen, do you know if MeltdownMeltdown stacks with Suppressive FireSuppressive Fire? I have been testing but I couldn't tell the difference yet. Technically they should, right? Against melee-oriented spell damage-based opponents (Greymane, Alarak, Thrall, Kerrigan, etc.) it should be really powerful.

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build. Maybe adding another build option that focuses on laying carpets of Oil Spill without igniting them immediately would be nice. For instance, this is the build I tend to use when I'm solo tanking.

I honestly like CombustionCombustion more than Bunker DropBunker Drop since it can be used for peeling due its massive radius, plus the Flash FireFlash Fire upgrade turns Combustion into something similar to Gall's Twisting NetherTwisting Nether.

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35 minutes ago, Valhalen said:

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build. Maybe adding another build option that focuses on laying carpets of Oil Spill without igniting them immediately would be nice. For instance, this is the build I tend to use when I'm solo tanking.

Oxygen is very NArrow-minded (get it?) when it comes to talent choices. In most of his guide, if he finds a talent 'amazing', he'll just completely ignore any talents in the same tier and marked them as 'not recommended' with the reason being 'it must compete with powerful alternatives' without elaboration.

I sometimes criticise Kendric for recommending too many talents, but Oxygen is like the complete opposite.

40 minutes ago, Valhalen said:

I honestly like CombustionCombustion more than Bunker DropBunker Drop since it can be used for peeling due its massive radius, plus the Flash FireFlash Fire upgrade turns Combustion into something similar to Gall's Twisting NetherTwisting Nether.

I don't know man. Using Combustion for peeling is kinda awkward. The fact that you need to channel it longer to have a longer slow, means that you either have to channel it pre-emptively and risk being interrupted, or the slow would be too short or too late to save your allies. As a main tank, you're gonna get CC'ed a lot. And tying it with your only defensive ability is really awful, especially when you pick the self heal on D at Lv 16.

Bunker is much more immediate, and much more impactful if you use it right. I often view Bunker as an Ice Block for your whole team.

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Guest ZeroTheSecond
Quote

Lv 7: Since you rarely ignite the oil with people inside, the quest talent doesn't really fit here. May be increasing his siege damage can be good. 

You do realize that talent makes you ignite oil spills with basic attacks, right? Seems counterproductive since you said that the slow is better.

Considering this, your build doesn't seem that different from Oxygen's build, outside of your Heroic preference.

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1 hour ago, ShadowerDerek said:

In most of his guide, if he finds a talent 'amazing', he'll just completely ignore any talents in the same tier and marked them as 'not recommended' with the reason being 'it must compete with powerful alternatives' without elaboration.

Not really. If you read his recent reworked guides, you'll see he often put situational talents and explain in what situations they'd be useful. The thing is, he has a point on deeming certain talents as "amazing", which you pointed yourself ("it must compete with powerful alternatives"). There are some talents that simply outclass every single other talent in the respective tier, and picking any other talent would, in most situations, mean give up on a massive powerspike.

A prime example of this is Sonya. Although she has many interesting talents through her entire tree, she simply cannot flee from some key-talents that completely define her late-game (which are Nerves of SteelNerves of Steel and Ignore PainIgnore Pain, pretty much). In very VERY few occasions you can pick something else (like picking Arreat CraterArreat Crater instead of Ignore Pain) but even so if you'll be giving up a powerful advantage.

Another example, which I'd say is even less versatile than Sonya when it comes to talents, is Diablo, with 4 out of 7 talents that simply will weak his game if they're not picked. Devil's DueDevil's DueFrom the ShadowsFrom the ShadowsDiabolical MomentumDiabolical Momentum and DominationDomination are all MUST GET talents that turn Diablo into a one of the best hard-engage Heroes in the game (plus with the changes to health orbs Devil's Due is easily the best self-sustain talent in the entire game).

Edited by Valhalen
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2 hours ago, Valhalen said:

On a side note, I kinda agree with @ShadowerDerek points on the Igniter build being more of a Bruiser build.

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

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3 hours ago, Oxygen said:

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

Yeah, after playing with him I felt that he was pretty much something between Sonya and Muradin; a semi-bruiser, semi-tank. 

Do you think he'll be subject to any kind of buffs in the near future, based on those low day-1 win rates?

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Oxygen, can you compare to ChaosOS' stance on Blaze's talents? He made a math of the storm on Blaze and one of the key points he mentions is how powerful Fortified Bunker. I would like to see your differing opinions and why.

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12 hours ago, Guest ZeroTheSecond said:

You do realize that talent makes you ignite oil spills with basic attacks, right? Seems counterproductive since you said that the slow is better.

Considering this, your build doesn't seem that different from Oxygen's build, outside of your Heroic preference.

Yes, slow is better, but not when it's expired.

The key element of the build is to control the timing of igniting the oil. Given that each oil spill lasts for 5s without igniting, the 4s cd of your Q is actually quite long to be able to control your ignition. So, having another way to ignite the oil is really nice to have. Just make sure to control your basic attacks.

I agree that the later talents is quite similar to Oxygen's build since they provide utility and survivability.

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11 hours ago, Oxygen said:

As more things come to light, I don't think Blaze is geared to act as a main tank. He can do it better than a few other "bruisers" such as Artanis and Sonya, but he's not quite  like ETC or Muradin here. I suppose that explains why I naturally gravitated towards a bruiser-esque build. I'm certainly keeping a close eye on how Blaze is doing and on how he's being used. His day-1 win rates are surprisingly really low, but it makes sense for players to, perhaps, be confused by his role. Pretty high skill cap, too.

Treat and draft him like Sonya for the time being.

I don't really think he's geared as a bruiser tbh. He simply lacks the single-target burst damage or strong CC to be as threatening as the likes of Sonya and Dehaka. And his sustain is not as strong as the likes of Malthael and Leoric either.

New heroes' win rates (including recently reworked heroes) will always be low simply because people haven't figure out his best playstyles and builds yet while competing with heroes that are well-analysed. As times goes, their win rates will show their true potentials; so don't judge them based on their day-1 performance. Li Li, Johanna and Alexstraza are the perfect examples.

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While I do agree with most of the talent recommendations, I would say Meltdown deserves perhaps another look.  Probably only when you're also running New Habit (for the cooldown reduction on his trait) but Meltdown very quickly takes the enemy's damage for a nose dive.  It's not as flexible as the oil talents, sure, but the amount of survivability it gives you (and your team for that matter) is pretty strong.  If your team is trying to use Blaze as a main tank (especially against a mostly melee team), perhaps give it a consideration.

Edited by TSRD

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Bunker

Primary use of Bunker is used when Blaze is naturally the focus of aggro from all the slows and flashy fires and area stun charges. Ya lay it out to avoid burst and lockdown while gaining armour to then pop out the other side and run while laying down more oil slows or charging away.

Secondary use is body blocking. You can use it to block someone from following you or from escaping your team. Since you can throw slows ahead of them and then charge, its pretty easy to plant this ahead of them. You can exit the other side faster than they can run around it. You can also use it around core.

Thirdly comes finishing towers without using your oil spills and standing out in the opetn to do it. This lets you avoid the slow and gives you a warning against what might be hidden on the other side of the wall. You can also drop it to escape towers if you end up pulled into them by providing them another target. Also works to buy time on finishing core.

Lastly is the lure. Planting a bunker down simply draws fire ans bodies to it. People want to destroy it and feel the need to attack it or the people inside when they come out. I've planted this many times for the purpose of dying, knowing how many opponents will crowd around it. You can use this with teammates like Stukov, Jaina and Kael to punish them for pulling and killing you by extending the time they spend on doing so.

For fun 1 on 1, jump in and out one side to another while dropping oil. It's loads of fun. You can also jet leak around it before reentering. Good stuff! :)

P.S. Use Pyromania after exiting Bunker to stack armour and become unstoppable to increase your odds of survival further. Or use it offensively to bait for a Pyromania initiated offense. That's 50-75 armour depending on what you grabbed.

Edited by Morcalivan

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Blaze is very odd. He feels like some kind of "AOE bruiser". I figured his initiation combo pretty quickly (Jet + Pyromania on hit, then start spilling Oil and igniting it as expected) and it worked for me.

I have yet to try Combustion but the bunker protects fragile allies decently. It doesn't go very well with spellspammers like Li-Ming tho.

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I've been playing with Blaze non-stop, and he easily became one of my favorite Warriors, or rather, one of my favorite characters. Once you get the hang of the vector targeting of Oil SpillOil Spill, using it becomes second nature; it is an incredible versatile tool, great for checking bushes, and placing it in narrow corridors.

I tried a couple of different builds, but I ended up enjoying the Ignite build @Oxygen posted the most, but I pick New HabitsNew Habits most of the time; the extra CD reduction from health globes plus the unstoppable effect is too good to ignore. Also, on maps that require heavy waveclear (such as Tomb of the Spider Queen and Sky Temple), I find myself picking Incinerator GauntletsIncinerator Gauntlets + Burn NoticeBurn Notice.

CombustionCombustion is definitely the best Heroic, as Bunker DropBunker Drop simply doesn't offer enough aside from dodging some lethal targeted skills. It's kind of a pain in the ass because people rarely enter the Bunker and instead try to outrun PyroblastPyroblast... I really love Flash FireFlash Fire, as I mentioned earlier, as it essentially turns Combustion into Twisting NetherTwisting Nether.

If the enemy team features way too many "mages", then Juggernaut PlatingJuggernaut Plating + PyromaniaPyromania (with New Habits completed) is the way to go. I lost count of how many times I escaped certain death from nasty Kel'Thuzad combos by using this combination. I even dare to say that Juggernaut Plating is an improved Nerves of SteelNerves of Steel. Depending on the situation I also tend to pick Endurance StimpackEndurance Stimpack and use it in conjunction with Juggernaut Plating and Pyromania if the enemy team doesn't feature many CCs; this makes Blaze ridiculously resilient, specially if you have Supports like Uther and/or Tassadar.

I think his body blocking could be a bit better, since he is not as large as some other Warriors (like Diablo, Stitches and ETC). However, with enough practice plus Fuel LeakFuel Leak, he can do some nasty body block akin to Stitches with Putrid BilePutrid Bile on a much lower cooldown. Pretty insane.

My final verdict is that he works the best on a team with a Bruiser (Sonya or Ragnaros are fantastic) instead of another pure tank and a strong dedicated healer. His team fight presence is very strong if he has proper setups and follow ups (Jaina is absolutely fantastic with him). I have even found myself topping the Hero damage charts in a few matches because of the absurd sustain combined with constant damage he can provide. Really fun to use.

Since Blaze is one of the most balanced characters to come to this game, I don't really think he'll get any nerfs in the upcoming patches; maybe I'd say he'll even get a buff to Bunker Drop and maybe a bit of damage increase. I currently noticed there is a bug with Blaze and Ana, that Nano BoostNano Boost does not haste the cooldown reduction of Oil SpillOil Spill.

My only real complaint (more of a nitpick) is that his recolors are pretty lame and don't even change the patterns in his armor (ike some Tychus skins). His Fel Reaver skin also doesn't look as good as I expected. They should add a white recolor to his base skin so he looks like Baymax from Disney's Big Hero 6, haha.

Edited by Valhalen
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He's an area denial hero, as expected. If you think deeper about it, he's quite the oddball among warriors, just like Tassadar among supports, or Medivh among specs. This will prove a big problem if HotS' dev team seriously thinks about expanding the roles, as he's not much of a conventional tank (his only "hard cc" being the stun on a successful Jet Propulsion hit, I see slows like Oil Spill more as a soft cc) nor a bruiser (even though he deals lots of damage). Nonetheless I hold him in good regard, and I like his style. As one could guess, he's very strong in Volskaya, and a bunch of other maps where the objective is an area that must be held (Braxis, Sky Temple).

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Guest pugilist
On 1/9/2018 at 3:42 PM, Oxygen said:

No!

Homonymous
adjective
1. of the nature of homonyms; having the same name.

What are the homonyms in this case?

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7 hours ago, Guest pugilist said:

What are the homonyms in this case?

Ignite. It's the name of the build and the eponymous mechanic of Oil Spill. You can find it in the description of said build.

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Guest Pugilist
On 2/15/2018 at 9:14 AM, positiv2 said:

Ignite. It's the name of the build and the eponymous mechanic of Oil Spill. You can find it in the description of said build.

It's confusing because homonymous is used incorrectly. As you point out, they are eponyms, not homonyms.

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On 2/17/2018 at 11:47 PM, Guest Pugilist said:

It's confusing because homonymous is used incorrectly. As you point out, they are eponyms, not homonyms.

As far as I know, the word homonymous can also, albeit not that commonly, refer to two objects having the same name with the same meaning (unlike the more common usage of two words having the same name, yet being different in meaning). However, I can see that "homonymous" is not the best choice here simply because it is ambiguous, especially since it uses its less common meaning. I'll go ahead and change it to eponymous.

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Why do you recommend in your Ignite Build [Bunker Drop] and [Flash Fire] at the same time? As far as I'm aware that's not possible. If the go-to pick is Bunker, which other Level 20 would you generally recommend?

Personally I'ld go with the Armor Upgrade and only take [Burn Notice] if you need additional soft CC.

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      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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