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Opening Moves: The 4-1 Split

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The Opening Moves series is aimed to educate players on the variety of different ways to start a competitive match. The first installment is about the 4-1 split and it's explained by ranged flex adrd of Zealots.

4-1 Split

  • Your team sends a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves (mid & bottom or mid & top).

What Makes a Good Four-Man?

  • Adrd explains that in the past, it was about picking Heroes that out-sustained enemies. Nowadays, it's more oriented toward ganks and kill pressure.
  • Muradin is the perfect example of this. If he disappears from the map, your solo laner is in dire risk of dying. At the same time, the four-man needs to be careful so that he does not land a good stun that turns into a kill.

Global Heroes & Specialist

  • Dehaka (BrushstalkerBrushstalker) and Falstad (FlightFlight) are often picked in competitive games, because of their global presence even on two-lane maps. Rotating globals works well in the HGC.
  • On Braxis Holdout, you put Dehaka in top lane and Falstad in bottom lane. Dehaka can gank and after the gank Falstad flies top so your team does not lose any experience.
  • The idea of a proper 4-1 split in Hero League fails due to the lack of coordination.

The Role of an Offlaner

  • Even if the four-man is performing well, your team's advantage noticeable if you're solo laner is struggling.
  • Most of the time, a decent offlaner is decent at holding 2v1.
  • On Braxis Holdout it's extremely advantageous to have a solo laner who can win their lane, because they're able to hold one of the beacons after the structure in lane is gone.
  • Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

Blizzard LogoBlizzard (Source)

It’s 2018! A new year for esports has inspired us here at Blizzard to create content this week that aims to educate our player base on the variety of different ways to start a competitive match, informed by some of the best players in the scene. Check back every day this week for a new addition to the#OpeningMoves mini-series. Today we will focus on what is known as the “4-1 split”.

The 4-1 split is one of the most popular lane designations in competitive Heroes of the Storm. In a nutshell, it simply means that one team dispatches a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves—typically mid and bottom or mid and top. The strategy is seen most often, and yields the most success, on two-lane maps such as Braxis HoldoutBattlefield of EternityHaunted Mines, and Hanamura.

Building A Successful Four-Man

4man.jpg

What makes a good four-man?

“It’s constantly evolving,” said Zealots ranged flex Adrian “adrd” Wojcik. “It used to be that the four-man was only ‘deathballing,’ or picking Heroes that out-sustain enemies and brawling four versus four. Oftentimes, though, you would end up in a situation where your four-man would be weaker than the opposing team’s. So, at this point you must work around that.”

Nowadays a good four-man is more oriented towards ganks and kill pressure. “Heroes like Muradin are a perfect example of this,” adrd explained. “He’s not that great for fighting and trading, but if he disappears from the map your solo laner is in danger of dying, and also the four-man needs to be careful so that he doesn’t flank and get a good stun that turns into a kill.”

Understanding the macro game means understanding the amount of pressure on the map at any given point in time. The most obvious pressure is lane pressure, when a wave is about to crash and must be cleared. The less obvious pressure occurs when an enemy Hero (specifically one that has crowd control or high burst damage) goes missing. When this happens, you must assume them to be anywhere and everywhere while playing reserved. When the four-man goes missing, it’s important to make yourself scarce, as you could be the next victim of a savage gank. Consider yourself warned.

Global Heroes and Specialist

H24_Probius_TG_002.jpg

If losing soak is such a cardinal sin, why not employ the likes of a Hero with global abilities to make up for this? While some of the best offlaners are global Heroes, adrd is hesitant to endorse this strategy.

“We've seen in the HGC some teams playing Dehaka and Falstad even on two-lane maps,” adrd said. “Normally, if you are solo laning with a global hero and you use your global ability to gank other lanes you will lose a lot of experience. So, what people are doing on Braxis Holdout is putting Dehaka in top lane and Falstad in bottom lane. Dehaka can gank, and then after the gank Falstad can fly top so you don't lose any experience. Rotating your globals around this way works really well, in the HGC at least.”

In Hero League though, it’s difficult to expect your teammates to be as coordinated. More often than not, the idea of a proper 4-1 split will fall apart in the draft, as the hero in the solo lane will either spell success or failure for your team.

The Role of an Offlaner

Heroes17_Dehaka_Combat_KL_Take_11.jpg

“You can probably hold one versus two.”

Remember this phrase the next time you step into a lane while outnumbered.

Assume your four-man is going well. They are getting kills and winning their rotation handedly. The advantage this brings doesn’t amount to much if the solo laner is struggling. The “1” in the 4-1 split is the most important part of the equation.

“I think most of the normal 1v1 laners are pretty decent at holding 2v1,” adrd said. “On some maps, it is very important that your solo laner doesn't lose too hard. On Braxis, for example, it's important to have a solo laner who can win their lane because it gives an insane advantage. You can hold one of the beacons for free basically after the structure in lane is gone. On most Battlegrounds, you have to consider how well the offlaner does in team fights as well.”

The best solo laners in the current meta would be SonyaLeoricArthasGreymaneMalthael, and Dehaka. Outside of maybe Greymane and Malthael, these are beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

“You can run a lot of different setups, and the solo laner you use depends entirely on who they're facing off against usually,” adrd added. “Some Heroes will not be able to hold a lane on their own.”

Depending on the map, you can decide for yourself if it’s more beneficial to take on the role of an offlaner or join in the four-man deathball. If you follow in the footsteps of the Mad Scientist, you’ll likely be winning rotations before you know it. 

Check back with us tomorrow right here at playheroes.com/esports because we’ll be learning how to identify whether or not your team’s composition will emerge victorious from a fight at level 1.   

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8 hours ago, Stan said:

Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

6 hours ago, Donir said:

It amuse me that they keep talking about Hanamura like if someone miss it.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Edited by Valhalen
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44 minutes ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Hanamura had great potential, sloppy execution

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13 minutes ago, SMOrcMan said:

This post is false since everyone knows Rexxar and Misha are best laners

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

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46 minutes ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

I think this was just a joke lul

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

He can struggle against the other notable solo laners, and has less wave clear and self healing along pre-7 than Stitches - another example of beefy hero who can sit in a lane undisturbed indefinitely - does for example. I like Blaze a lot, but he thrives playing with the team more than he does as the solo laner in a 4-1. 

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

As someone else mentioned. Blaze kind of sucks in the solo lane. You match him into the 1v1 against any other true solo lane (especially malthael, sonya, or leoric) and he is going to lose it hard. He will be stuck behind his towers not getting any value, and that's without the 2v1 gank if your 4 man struggles.

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3 hours ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

Read my username mate :P

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Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

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There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

Back to topic though:

I really like such strategy explanations and advice. I am by no means a good player (too old and slow ;-)) but I love the game and like to improve.

Hanamura was not a favourite of mine... But I am hopeful for the rework.

 

Edited by Caeren

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Blaze does just fine. His stun+slow combo is a great way to keep multiple opponents at bay.

But like all characters it depends on their opponent. That comment about stitches doing well falls apart vs malthael. His chain pull is countered by teleport+move speed boost. Doesn't hurt that he can't be body blocked. But, malth has issues vs ranged burst. If they play smart they can evade him to then burst damage time and again. Malth eventually then has to retreat to heal up properly.

Thrall isn't too bad with his chain lightning either.

I do wonder why Murky wasn't mentioned. While he struggles vs certain characters, wave clearing on his own is his purpose in life. The added advantage of solo capping merc camps just adds to that. He can even solo clear two lanes at a time if he needs to.

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26 minutes ago, EDL666 said:

Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

I liked it too, but it was one of those maps that was really, REALLY easy to snowball, more than any other. And the games were fast, which is pretty neat, as opposed to Volskaya Foundry which can take forever (I've been in +45 minutes matches there).

16 minutes ago, Caeren said:

There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

Edited by Valhalen
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9 minutes ago, Valhalen said:

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

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15 minutes ago, Caeren said:

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Edited by Valhalen
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5 minutes ago, Valhalen said:

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Yeah those leaks really are quite accurate. Hmmm both statements make sense though. No I am more curious than ever :-)

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

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19 minutes ago, Caeren said:

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

Edited by Valhalen

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13 minutes ago, Valhalen said:

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

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52 minutes ago, Fliits said:

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

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4 minutes ago, MurkyFelix said:

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

That would be weird indeed...

What about Dogara? A many-legged dog monster spawning little pups to send them into doom... Or yet another Chromie skin... Swap the skull mask for a doggy mask... All done :-)

Dogexstraza... Alex turning into a huge pug (as Blizz loves those ugly things) and slobbering some healing over everyone...

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Mal'ganis or Maiev. Leaning towards Maiev atm though, the stealth rework fits the Warden passive from Warcraft 3 very neatly. Last stealth hero we got was quite some ago, correct?

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