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Patch Notes: Jan 16 - Tyrael Rework, Mecha Skins Now Available

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A new patch just hit live servers and Tyrael received a rework. The previously teased Mecha skins are now available for purchase separately, or as a bundle.

Blizzard LogoBlizzard (Source)

Heroes

Warrior

Tyrael

Divider_Hero_Tyrael_Crop.png

General

  • Tyrael will now face the target of his Basic Attack after attacking.  This is a visual change, and does not directly affect gameplay
  • Passive Spell Armor has been removed

Stats

  • Base Maximum Health increased from 2296 to 2468
  • Health Regeneration increased from 4.78 to 5.14

Abilities

  • El’druin’s Might (Q)
    • Mana cost reduced from 50 to 45
  • Righteousness (W)
    • Mana cost reduced from 60 to 50
    • Allied Shield amount changed from a flat value to 40% of the Tyrael-only Shield value.
      • This is the same amount of Shields, but it makes it easier to understand new Talent interactions
  • Smite (E)
    • Can now be cast while moving
    • Damage increased from 144 to 150

Talents

  • Level 1
    • Salvation (W)
      • Moved from level 16
      • New functionality:
        • Increase Righteousness’ Tyrael-only Shield amount by 25%. If the Shield is destroyed, heal Tyrael for 125 Health.
    • (New) Justice for All (W)
      • Increases Righteousness’ allied shield value to 100% of the Tyrael-only Shield amount.
    • (New) Ardent Restoration (Passive)
      • Damaging an enemy Hero grants 2.5 Health per Second to Tyrael for 5 seconds.  Stacks up to 10 times.
    • Protection in Death (Trait)
      • Removed
    • Even in Death (Trait)
      • Removed
    • Regeneration Master (Passive)
      • Removed
  • Level 4
    • (New) Stalwart Angel (Q)
      • Tyrael gains 25 Armor while El'druin's Might is out, and for 3 seconds after teleporting.
    • (New) Bound by Law (Q)
      • Increases El’druin’s Might’s slow amount from 25 to 35%. Tyrael’s Basic Attacks increase the duration of the slow by 1 second, up to 4 seconds.
    • (New) Divine Vigor (Passive)
      • Damaging an enemy with Smite causes Tyrael's Basic Attacks to heal him for 50% of their damage for 4 seconds.
    • Vigorous Strike (Passive)
      • Removed
  • Level 7
    • Purge Evil (E)
      • Moved from level 1
      • New functionality:
        • Every enemy Hero hit by Smite increases Tyrael's Basic Attack damage by 30% for 4 seconds
    • Swift Retribution (E)
      • Movement Speed bonus increased from 10 to 20%
      • No longer increases the duration of Smite’s Movement Speed bonus
      • Added functionality:
        • Now also causes Smite’s friendly effect to increase Attack Speed by 25%
    • Angel’s Grace (Q)
      • Removed
    • Zealotry (W)
      • Removed
    • Follow Through (Passive)
      • Removed
  • Level 13
    • Sword of Justice (Q)
      • Moved from level 16
      • New functionality:
        • Can teleport with El'druin's Might twice, returning to Tyrael’s original position.
    • Holy Ground (Q)
      • Moved from level 16
      • Duration reduced from 4 to 3 seconds
    • (New) Law and Order (W)
      • Reduce the cooldown of Righteousness by 1 second for each enemy Hero hit by Smite.  Righteousness increases the damage of your next Smite by 25% for each ally affected.
    • Burning Rage (Passive)
      • Removed
    • Angelic Absorption (W)
      • Removed
    • Angelic Might (E)
      • Removed
  • Level 16
    • (New) Burning Halo (Q)
      • El'druin and Tyrael deal 15 damage per second to nearby enemies. This damage is increased by 100% for Tyrael for 3 seconds after teleporting to El’Druin.
    • Horadric Reforging (Q)
      • Moved from level 4
      • New functionality:
        • Basic Attacks reduce the cooldown of El'druin's Might by 1.5 seconds
    • (New) Smite the Wicked (E)
      • Smite’s cooldown recharges 100% faster while El'druin is out and for 3 seconds after teleporting to El’Druin
    • Blood for Blood (Active)
      • Removed
  • Level 20
    • (New) Defense of the Angels (Active)
      • Activate to reduce all incoming damage by 40% for 5 seconds.  Any time Tyrael or an ally shielded by Righteousness take damage, reduce the cooldown by 3 seconds. 120 second cooldown
    • (New) Seal of El’druin (Passive)
      • Every time Tyrael casts a Basic Ability, increase his Attack Speed by 50% for 3 seconds
    • Nullification Shield (Active)
      • Removed
    • Nexus Blades (Passive)
      • Removed

Bug Fixes

Heroes, Abilities, and Talents

  • Blaze: Fixed an issue allowing players to cast Flame Stream while dead if they entered a Bunker while dying.
  • Blaze: Fixed an issue that could cause Heroes to enter permanent Stasis if they were killed just as they entered a Bunker.
  • Hanzo & Leoric: Fixed an issue causing Towers to spawn if Leoric was directly impacted by Sonic Arrow.
  • Malfurion & Stitches:  Fixed an issue that could cause Heroes to become unplayable if Nature’s Cure was cast while they were affected by Stitches’ Gorge.
  • Malfurion & Zagara: Nature’s Cure can no longer cleanse Heroes of the Devouring Maw effect.
  • Uther:  The Well Met talent will no longer affect non-Heroic units.
  • Valeera: The Strangle talent will no longer affect non-Heroic units.
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So he's basically more of a bruiser now

Edit: Next up, Raynor and TLV, and hope they remove some redundant talents like MULE or Merc Lord on Sonya

Edited by Dejo93
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I like these changes. Tyrael now feels more like a Bruiser, which is what he is supposed to be, because he was always in that thin line between a Tank and Bruiser, but not excelling at any. The El'druin and Basic Attack builds look very interesting, and the removal of generic talents was great. I'm a bit disappointed they didn't include any additional functionality to his trait, much like when Uther was reworked.

However, I'm not a Tyrael main, so I don't know all the nooks and crannies behind his complexity. As someone who just likes to play him every now and then, I like what I see and the possibilities it can provide (on paper). Further testing will be required, though.

Edited by Valhalen
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12 minutes ago, Aglommon said:

This is the kind of content Heroes need.

Some cool-looking skins outside of events. And also Tyrael changes ? Oh my.

Just add some more mounts and it'll be just fine

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WUT? ARE MY EYES PLAYING GAMES ON ME? TYRAEL GOT A REWORK-AND ONE THAT WAS FAST PUSHED TO LIVE SERVERS INSTEAD OF WAITING IN THE PTR? Second Coming is upon us. REPENT SINNERS! (props to everyone who got where this is coming from; both angles of it).

Seems nice, imaginative and diverse alright. Thing is, I think I'm gonna take them with a few grains of salt for some reasons. Tyrael has been one of my most favorite Heroes ever since I started playing (got him level 10 complete with Master skin on 2 accounts, same with Jaina-with the old system). Never played Diablo but I'm liking most of its characters, from a holistic standpoint. Now, Tyrael, as the Archangel of Justice had such potential of a better Talent tree in a rework and this one seems kinda.. wasted.

For one, no unique questing talents or even a baseline quest. For example, Justice for All could be something like that (Shield Allies for x damage and then you get it). That it's immediately available is better ofc, but quests are something nice to have. Also, devs still seem like they don't know exactly what they want him to do, so they left him like that; jack-of-all-trades master of none. Lastly, level 20 talents (except maybe Defense of the Angels) don't seem eye-poking and particularly strong.

Could sound like I'm biased and maybe I am, cause I love Tyrael so much and maybe nothing will be good enough for me. I'm trying to be objective tho.

P.S. Now I just need Fenix added and I can die happy

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The rework feels pretty good overall!

I still HATE HATE HATE his trait.

Like seriously, I'd even take Ardent Restoration, make it baseline, and feel better overall. I just hate the idea of doing something when you fuck up and die. Maybe it's just because it doesn't feel like it does enough dmg. Or at least you should have a 10% move increase or SOMETHING. It's so hard to land because everyone has some kind of move ability and you just fudge along after them.

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Old Tyrael was always more of a bruiser than a tank, so this makes no difference in that regard. What now makes the difference is how all these new talents make him much harder to use than before. It's exactly what they did to Malfurion - they ignored all of his problems while making him 1000x times harder to use. I hate that.

at this point, I'm sure Blizzard's idea for a Raynor rework will be like "leave his trait completely unchanged" while giving talents like "hit 3 or more enemy heroes with Raynor's Q to gain 150% attack speed for 3 seconds".

 

27 minutes ago, MrPumpson said:

The rework feels pretty good overall!

I still HATE HATE HATE his trait.

Like seriously, I'd even take Ardent Restoration, make it baseline, and feel better overall. I just hate the idea of doing something when you fuck up and die. Maybe it's just because it doesn't feel like it does enough dmg. Or at least you should have a 10% move increase or SOMETHING. It's so hard to land because everyone has some kind of move ability and you just fudge along after them.

the problem with Ardent Restoration is it only works on enemy heroes. meaning it's now 100x harder to clear merc/boss camps with him now. Old Tyrael was fine with Vigorous Strikes or whatever that level 4 lifesteal talent was called - it worked off everything, including enemy structures. 

he didn't have much problem with sustain, or even at staying alive, his main problems were his huge mana consumption and his useless trait. Blizzard did NOTHING for the latter, and for the former they just reduced mana costs a little which does not help much in the long run.

not to mention they took away all his goodies like his spell armor and shield at 20 and stuff.

Edited by Leadblast

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He's the hero The Nexus needs, not the one it just deserved...

This is a fantastic change to Tyrael's kinda stale moveset. Previously he suffered from way too high cooldowns and lack of synergy with his abilities and talents (who ever picked any of the talents buffing his trait???), and now his talent synergies are of the charts and YOU CAN SMITE WHILE WALKING OMG WHY DIDN'T THEY THINK OF THIS EARLIER?!?! Previously he was a sometimes extremely useful enabler who was mostly frowned upon in lower elo and they changed him into the tankiest chaser you have seen this side of the Nexus.

This has been a long time coming and it didn't disappoint. Fantastic job, Blizzard, keep this up, and maybe show some love for The Vikings? I've heard they still have a regular bribe and mercenary lord. Can you believe that? Me neither.

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3 minutes ago, Fliits said:

He's the hero The Nexus needs, not the one it just deserved...

This is a fantastic change to Tyrael's kinda stale moveset. Previously he suffered from way too high cooldowns and lack of synergy with his abilities and talents (who ever picked any of the talents buffing his trait???),

this has to be a troll.

Tyrael didn't have high cooldowns, in fact he had SHORT cooldowns, but he absolutely needed to spam his W and E repeatedly in a fight making him run out of mana, and forcing him to go back to fountain even at full health

it seems you have NO idea who this Tyrael hero is.

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7 minutes ago, Leadblast said:

What now makes the difference is how all these new talents make him much harder to use than before. It's exactly what they did to Malfurion - they ignored all of his problems while making him 1000x times harder to use. I hate that.

Seems a bit early to make much judgement on his rework since I doubt anyone has had a lot of time to play with him just yet.  On top of that he has basically had a complete talent overhaul.  Perhaps give it a couple days before saying that?

This is also a rather generic statement, what problems specifically are you worried about?  Why do you feel this rework has made him "1000x" harder to play?  His mechanics seem to either be focused on constant basic attacks or having El'Druin "out" to have an effect active...  Neither of these things seem unreasonably complicated.

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7 minutes ago, TSRD said:

This is also a rather generic statement, what problems specifically are you worried about?  Why do you feel this rework has made him "1000x" harder to play? 

Because he's harder to play.

take his Purge Evil talent, for example. Old Purge Evil did like 150% Smite damage on heroes. New one? it increases Tyrael's attack damage on enemy heroes for like 4 seconds.

Old Purge Evil = instant extra Smite damage. you cast Smite once on an enemy hero and you're instantly dealing more damage on him.

New Purge Evil = you now have to cast Smite on enemy hero AND attack him. So if you can't attack that hero, for whatever reason (eg. some enemy tank body-blocking you), the talent effectively goes to waste

and there's plenty of shit like that with these new talents.

Edited by Leadblast

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9 minutes ago, Leadblast said:

Because he's harder to play.

take his Purge Evil talent, for example. Old Purge Evil did like 150% more Smite damage on heroes. New one? it increases Tyrael's attack damage on enemy heroes for like 4 seconds.

Old Purge Evil = instant extra Smite damage. you cast Smite once on an enemy hero and you're instantly dealing more damage.

New Purge Evil = you now have to cast Smite on enemy hero AND attack him.

I suppose that is true.  I don't know if I'd call that a 1000x increase but sure he is more complex now than he was.  That said he was an exceptionally simple hero design previously so a minor increase in his complexity isn't unexpected.  He isn't as complex as many heroes even after this rework though (Kel'Thuzad, Zeratul, ect...).   He might still have issues but I don't think complexity will be one that gets called out moving forward.

Edited by TSRD

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5 minutes ago, TSRD said:

I suppose that is true.  I don't know if I'd call that a 1000x increase but sure he is more complex now than he was.  That said he was an exceptionally simple hero design previously so a minor increase in his complexity isn't unexpected.  He isn't as complex as many heroes even after this rework though (Kel'Thazad, ect...).   He might still have issues but I don't think complexity will be one that gets called out moving forward.

it's not literally 1000x difficulty increase but you get my point. He is HARDER to play, while not necessarily more effective than before. Just like Malfurion.

I don't understand why some easy-to-use heroes now have to be harder because Blizzard says so.

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46 minutes ago, Leadblast said:

He is HARDER to play, while not necessarily more effective than before. Just like Malfurion.

I think Malf had a lot more reworked than Tyr did.  Malf had his core mechanics and talents changed, Tyr just had his talents changed.  Also, while Malf lost some things in exchange for gaining other things (of questionable value), Tyr for the most part only seemed to get better with the changes.  If nothing else, Holy Ground at level 13 straight up makes this Tyr better than his previous version.

46 minutes ago, Leadblast said:

I don't understand why some easy-to-use heroes now have to be harder because Blizzard says so.

I believe this comes from a few subjective reasons: Fun and Interest.  A simple talent that adds 40% more damage to an ability isn't exactly going to intrigue nor make a talent that much more fun to play with.  It just makes the number bigger (which is itself fun to an extent true).  Moving that extra damage onto your attacks changes things.  Now you need to "chain" actions together (generally seen as interesting and enjoyable in games).  Likewise it offers synergistic potential (again generally seen as an interesting or fun thing in games).  They could try and push synergy with his abilities but the character is more seen as a melee fighter and as such they're pushing his AA synergy.

That's the idea behind it anyway IMO.  How effective they were with the idea is another thing that we'll need to find out.  Of course there is something to be said for simple heroes and play being attractive too but honestly I'm not necessarily seeing Tyr's changes really pushing him out of the "simple to use" category.  More complex than before? Yes. In a general sense?  I'm not sure.

Edited by TSRD

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54 minutes ago, TSRD said:

I think Malf got a lot more rework going on that Tyr did.  Malf had his core mechanics and talents changed, Tyr just had his talents changed.  Likewise, while Malf lost some things in exchange for gaining other things (of questionable value), Tyr for the most part only seemed to get better with the changes.  If nothing else, Holy Ground at level 13 straight up makes this Tyr better than his previous version.

I felt pretty bad for Malfurion users back then, the rework he got was so awful... it now revolves around "hit enemy heroes 100x times with Moonfire in order to properly heal your allies", Old Malfurion didn't have to do THAT in order to heal someone. And now I feel horrified that they did almost the same thing with Tyrael. See that Ardent Restoration talent there? it works only on enemy heroes. See a pattern here?

old Holy Ground lasted 4 seconds iirc. New one lasts 3. That's not an improvement. I doubt that your concept of "better" actually means BETTER. His trait is still as useless as before (or perhaps actually WORSE now that you can't even talent into it), he still has his mana issues. Harder to use doesn't mean BETTER. Having to "chain" several diverse actions doesn't mean BETTER, in fact it means WORSE than before because before you didn't even have to chain anything. His sustain talent worked on everything, etc etc.

if he doesn't turn out to have an utterly broken talent a la Hanzo or something this "rework" may as well count as a massive nerf. People who used this hero like me were clamoring for YEARS for a better Tyrael trait. What does Blizzard do now? REMAKE ALMOST EVERYTHING WHILE LEAVING HIS TRAIT AS USELESS AS BEFORE.

That is NOT an improvement.

Edited by Leadblast

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1 hour ago, Leadblast said:

I felt pretty bad for Malfurion users back then, the rework he got was so awful... it now revolves around "hit enemy heroes 100x times with Moonfire in order to properly heal your allies", Old Malfurion didn't have to do THAT in order to heal someone. And now I feel horrified that they did almost the same thing with Tyrael. See that Ardent Restoration talent there? it works only on enemy heroes. See a pattern here?

I feel sorry for Malf as well, I don't think his rework as it stands is amazing (yet) but no, I don't think Tyr had anything like that done to him.

 

1 hour ago, Leadblast said:

old Holy Ground lasted 4 seconds iirc. New one lasts 3. That's not an improvement. I doubt that your concept of "better" actually means BETTER. His trait is still as useless as before (or perhaps actually WORSE now that you can't even talent into it), he still has his mana issues. Harder to use doesn't mean BETTER.

Getting Holy Ground three levels earlier in exchange for only one second off?  Yes, that is a massive improvement.  The talent still works for everything it did before (realistically) and you get it much, much earlier.

And no, harder to use does not mean better necessarily, but he isn't just harder to use (again I think you're overstating exactly how "hard" he really is to use).  I honestly do think his talents are generally speaking more interesting now than they were.  Whether they are stronger (or better if that's what you mean by better) I'm not sure on yet because he was just released hours ago.  Same with his mana issues, we'll need to see.

Finally, yes I agree his Trait still sucks (and no the talents for it before didn't help much).

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12 minutes ago, TSRD said:

Same with his mana issues, we'll need to see.

Finally, yes I agree his Trait still sucks (and no the talents for it before didn't help much).

We don't "need to see" anything, I mean really just check the changelog again.

I don't need to check anything. I have played him a few times already in Vs AI/QM modes. His mana problem still exists, just as I have predicted. Unless they reduce further his mana costs to "5 mana, 10 mana", levels where mana costs are barely perceptible so that his DEFAULT mana regeneration can cope with those, we Tyrael users are still going to have mana problems with him. 70%~80% health and 0% mana, return to fountain? You're still going to see this shit.

you don't seem to agree in that his trait sucks, because of your very biased concept of "better".

Edited by Leadblast

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4 minutes ago, Leadblast said:

We don't "need to see" anything, I mean really just check the changelog again.

I don't need to check anything. I have played him a few times already in Vs AI/QM modes. His mana problem still exists, just as I have predicted. Unless they reduce further his mana costs to "5 mana, 10 mana", levels where mana costs are barely perceptible so that his DEFAULT mana regeneration can cope with those, we Tyrael users are still going to have mana problems with him.

you don't seem to agree in that his trait sucks, because of your very biased concept of "better".

So...  I guess I must be slow.  It took me to this point before it finally occurred to me that you're just messing with me.

I honestly thought we were really discussing this.  You got me.

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1 minute ago, TSRD said:

So...  I guess I must be slow.  It took me to this point before it finally occurred to me that you're just messing with me.

I honestly thought we were really discussing this.  You got me.

Yeah, I dislike trolls too, so I assure you the feeling is mutual. You cannot even read a changelog now. Good nite.

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Tyreal was actually one of those heroes that was easy to play, difficult to master, Sanc alone was difficult to use well but a good sanc can single handedly decide fights.  can't say much for new tyreal but to play tyreal well was usually not a simple thing.  you can't just judgement the morales every fight and hope to be successful, it takes timing positiong, and technical skill.  

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That Tyrael-Rework :-/

1.) Weak wavecleaning until 16
2.) Heavy on autoattacks and support for melee autoattackers --> Easy to counter
3.) Difficult to play now...has to set his E right for damage and support
4.) Talents often cause effects on heros, so it will be hard for him to get or def camps
5.) Non of the new talents hit really hard on the enemy team...so, he has a lot of self-sustain and supports his team quite good, but thats it...he is no longer a Bruiser / he may be hard to kill, but against a Varian or Artanis he can't duel
6.) Has not really a great damage-output
7.) There is not really a improvement for his shield
8.) Trait is still one of the most useless in the game
9.) Weak CC
 

It seems to be an fast and loveless rework...there is also no comment from the developer, where they discribe there rework...very very sad. One more time they destroyed a really good balanced hero.

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1 hour ago, Fayte said:

Tyreal was actually one of those heroes that was easy to play, difficult to master, Sanc alone was difficult to use well but a good sanc can single handedly decide fights.  can't say much for new tyreal but to play tyreal well was usually not a simple thing.  you can't just judgement the morales every fight and hope to be successful, it takes timing positiong, and technical skill.  

I agree with that (and also with what Othello said, in that this was a completely loveless, heartless rework of a character, given how they utterly refused to give the things Tyrael players had always asked for, like a better trait) they just ramped up his difficulty to use without actually helping his issues, Tyrael is now worse than before as he now depends a lot on Smite casts (much like how the new Malfurion needs to spam Moonfire on enemies to heal), which is really bad because he runs out of mana (yes he still runs out of mana, I cannot emphasize this enough) from spamming shield and Smite. Many of his talents have been nerfed if not removed entirely (like the old Regeneration Master talent which finally had become decent to use with the change to regen globes), his Holy Ground reduced duration at the expense of being available earlier, which doesn't count as a buff as they also made his Burning Rage talent (now called Burning Halo) available latter so in the end these talents just swapped places.

He has a noticeably harder time dealing with merc camps, bosses and monsters (like the neutral Garden Terrors or the temple Guardians in Sky Temple) because Ardent Restoration only works on enemy heroes and the Smite talent works only for 4 attacks and only if you can keep spamming Smite but you'll eventually run out of mana as I said... strong talents like Nexus Blades removed, Holy Ground duration reduced by 1 second, Burning Rage moved to level 16, all the while ignoring his useless trait, his mana problems, it's impossible to call this rework a "buff"

Edited by Leadblast
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This is quite ridiculous and I mean no offense but most of the coments are obviosly by low level players. I am a high diamond player, I have spent whole day trying out new Tyrael and I am absolutly in love with him. They really did great job in the talent synergy and all on the right level. He is given much more dmg now thus making him much more dangerous and prob the best jumper/bruiser atm. Just a few things now, u vine cause u dont have 30% bonus dmg on smite (on lev20 the value of that bonus was 100 dmg), but that new increased aa dmg after smite...its 30% for each hero...procked right it can get u from 170 (on lev20 values) to 350 dmg per aa, combined with the 50% aa selfheal....almost feels like a warrior Illidan now :) ...even the lev1 is good since u will stack it very fast in tf giving u 55 additional selfheal per second...and that is just one part... Fiendly advice, first do your math and the testing before u do the crying.

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I always look for the bright side of changes to get excited for Heroes!!!! Can't find it with this rework... fixed the good,  kept the bad,  and no comment to illuminate us to see what they were designing towards. I hope they don't do this to any heroes I like ?

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      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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