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Maiev Balance Changes: Feb 9

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A new patch is now live with changes to Maiev. The Warden's survivability was higher than intended, which allowed her to get a lot of resets on Fan of KnivesFan of Knives. As a result, Blizzard removed the armor gain from Vault of the WardensVault of the Wardens and slightly lowered her damage output.

Blizzard LogoBlizzard (Source)

Our most recent Heroes of the Storm patch is now live containing balance changes to Maiev, The Warden.

Heroes

Assassin

Maiev

Divider_Hero_Maiev.png

Stats

  • Basic Attack Damage reduced from 162 to 150
  • Base Maximum Health increased from 2150 to 2236
  • Health Regeneration increased from 4.48 to 4.66

Abilities

  • Fan of KnivesFan of Knives (Q)
    • Damage decreased from 180 to 170
  • Vault of the WardensVault of the Wardens (D)
    • No longer grants passive Armor

Talents

  • Level 1
    • Naisha's MementoNaisha's Memento (Active)
      • Bounces no longer deal bonus damage
  • Level 16
    • Armored AssaultArmored Assault (Passive)
      • Physical Damage bonus decreased from 35 to 25%
      • Now activates if Maiev has any amount of bonus Armor
Developer Comment: Maiev has arrived in the Nexus and seems to be obliterating her foes (as she should) but is slightly deadlier than we intended. The Warden’s survivability is currently too high, which allows her to get tons of resets on Fan of KnivesFan of Knives while ignoring enemy threats. To address this, we’re removing her armor gain from Vault of the Wardens, while slightly lowering her damage output so that she has to stick around in the fight a little longer to take down her opponents. After these changes, we’ll continue to keep an eye on Maiev to be sure that she has enough survivability to perform her melee Assassin role, without it feeling like her enemies have little-to-no options for counterplay.

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What is the point of a PTR... to gather data. Every pro player or streamer, or even casual, that played her on it could tell she was busted. How did she make it live with zero changes. They need to probably still do more CD work on her skills. Q resets WAY too easy and D is way too short. but at least this is a start.

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28 minutes ago, SMOrcMan said:

I really wish they'd do some more changes to worse heroes. Every balance update seems to affect the overall better heroes.

If they make all the characters weak then none will be op :)

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I'm glad they took away that armor, it was too much in my opinion. Also AA damage was too high, didn't even needed to use skills to kill some squishies.

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2 hours ago, SteveFrost said:

Perhaps, but now it'll become situational

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

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16 hours ago, Maxkitty said:

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

The bonus damage helped you clear waves and push faster and skirmish/teamfight better that's why it hurts so bad imho. Now, it just adds up a bit of aoe damage, like giving your autos splash (cleave), Reminds me the treatment SlipstreamSlipstream got which, with all the consecutive nerfs, became pretty much the definition of useless talent. Not saying Naisha's MementoNaisha's Memento became like that, but like you said, it lost a lot of its value (and if they touch it one or more times, it'll probably have the same fate) I think it's only worth now if you go for aa build (while prior I believed it to be the best choice no matter what, it offered so much that early in the tree).

Edited by SteveFrost

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1 hour ago, SteveFrost said:

The bonus damage helped you clear waves and push faster and skirmish/teamfight better that's why it hurts so bad imho. Now, it just adds up a bit of aoe damage, like giving your autos splash (cleave), Reminds me the tratment SlipstreamSlipstream got which, with all the consecutive nerfs, became pretty much the definition of useless talent. Not saying Naisha's MementoNaisha's Memento became like that, but like you said, it lost a lot of its value (and if they touch it one or more times, it'll probably have the same fate) I think it's only worth now if you go for aa build (while prior I believed it to be the best choice no matter what, it offered so much that early in the tree).

In terms of builds it looks like it's down to AA and Q builds now. I still think an AA build is the best just because it can really hurt a team comp and takes away a bit of her lack of ST damage. But it's certainly something worth watching for, considering the optimal and most used build can change very quickly.

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I knew she was going to get nerfed. She is way too strong, pre-nerf Garrosh levels of power with Umbral BindUmbral Bind defining team fights. With the first 3 days of release she was sitting at 65% win rate, which is pretty high (though we all know that Hotslogs can't be 100% trusted). I'm surprised (and relieved) they didn't rework her Umbral Bind to inflict stun rather than pull opponents (like they did to Garrosh's GroundbreakerGroundbreaker), but I wouldn't be surprised if they did that to her in the future.

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). While I'm not concerned about the nerfs, I'm glad they didn't just nerf her, but rather tweaked to get some balance. The changes to Armored AssaultArmored Assault were pretty good.

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I bought and played Maiev after these nerfs and having not played her before this point. She feels relatively ok. I feel like I can output a ton of damage to a lot of enemies but that is inherently a flaw since if I am against multiple people, then they're going to focus me and i'm going to die as a result.

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That's kinda the point of the adjustment, she CAN be focused down. She was really hard to kill pre adjustment. From the previews (youtube mainly) it seemed like they wanted an assassin that could be powerful if played correctly. Then they seemed to have given us a hero that almost ANYONE could bring out that power. QM ended up being heavily tilted in favor of the team that had her in it. 

Edited by Neain2008
capitalization

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8 hours ago, leapingshadow said:

I bought and played Maiev after these nerfs and having not played her before this point. She feels relatively ok. I feel like I can output a ton of damage to a lot of enemies but that is inherently a flaw since if I am against multiple people, then they're going to focus me and i'm going to die as a result.

Do keep in mind that with good tanks and healers as well as good skilled use of Vault of the WardensVault of the Wardens, she can avoid many powerful CC abilities and stay alive while inflicting tremendous amounts of damage to the enemy team.

11 hours ago, Valhalen said:

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). 

She's more balanced now, but I still like to think of her as game defining in the hands of a skilled player. The main reason you are seeing less Maievs is the same reason as to why you would see less of any specific hero after a nerf. People think they aren't as worth playing as they used to be. But do keep in mind her base kit is extremely powerful, and many of her talents remain powerful too, even if they are less so than they used to be.

11 hours ago, Valhalen said:

I'm surprised (and relieved) they didn't rework her Umbral Bind to inflict stun rather than pull opponents (like they did to Garrosh's GroundbreakerGroundbreaker), but I wouldn't be surprised if they did that to her in the future.

I really hope they never do that to her. That change may have relieved us of the 'Garrosh Frenzy', but it ultimately destroyed him. I don't think they will do that to her in the future though, considering there are ways of avoiding being pulled. But turning it to a stun would make the ability worthless, as having to run out of range to stun an enemy would be very weak. I also think Blizzard would be careful about any changes to Maiev, because I'm sure even they would understand that nerfing one of the most iconic Blizzard characters ever into oblivion would make many players very angry. But, time will tell with her. As of now, it looks like the intention is in fact for her to be game defining, just not broken.

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10 hours ago, Maxkitty said:

Do keep in mind that with good tanks and healers as well as good skilled use of Vault of the WardensVault of the Wardens, she can avoid many powerful CC abilities and stay alive while inflicting tremendous amounts of damage to the enemy team.

It's probably just the fact that the games I play are in Quick Match and i'm not that great so a decent team and team build aren't there.

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3 hours ago, leapingshadow said:

It's probably just the fact that the games I play are in Quick Match and i'm not that great so a decent team and team build aren't there.

Maiev can be pretty hard to use if you solo queue on QM. I recommend queueing with at least 2 people so you have some team synergy and get more follow ups; because Maiev can become pretty useless if she is the only Hero with some kind of crowd-control (which is not uncommon to see on QM where you see Hanzo and/or Genji on every match).

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On 2/9/2018 at 11:58 PM, Maxkitty said:

Bonds of JusticeBonds of Justice is not necessarily a superior talent. It still seems like the best on it's row. Abilities that provide bouncing attacks are very powerful and should not be underestimated. And even though it got nerfed a lot through the removing of the extra bounce damage, Armored AssaultArmored Assault, and Basic Attack nerfs, she still has a very strong Basic Attack, so I personally believe it to be strong in teamfights and quite a talent to pass up. 

Bonds of JusticeBonds of Justice stacks are incredibly forgiving. Having 10 stack doubles the pull dmg late game and it can stack into infinity. After you get Cruel ChainCruel Chain the dmg you deal by pulling becomes ridiculous. These 2 have incredible synergy. 

On 2/10/2018 at 4:57 PM, Valhalen said:

With the nerfs I'm already seeing less Maievs per match (I haven't seen mirror match Maiev yesterday). While I'm not concerned about the nerfs, I'm glad they didn't just nerf her, but rather tweaked to get some balance. The changes to Armored AssaultArmored Assault were pretty good.

Less wait times for us, Right? I agree her basic attack build was just overtuned. Most of the time i run the Chop-Chop build. 
https://www.icy-veins.com/heroes/talent-calculator/maiev#30.0!1112111

11 hours ago, Valhalen said:

Maiev can be pretty hard to use if you solo queue on QM. I recommend queueing with at least 2 people so you have some team synergy and get more follow ups; because Maiev can become pretty useless if she is the only Hero with some kind of crowd-control (which is not uncommon to see on QM where you see Hanzo and/or Genji on every match).

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

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4 hours ago, xevex said:

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

I giggled a little bit because of how true that statement is.

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6 hours ago, xevex said:

Bonds of JusticeBonds of Justice stacks are incredibly forgiving. Having 10 stack doubles the pull dmg late game and it can stack into infinity. After you get Cruel ChainCruel Chain the dmg you deal by pulling becomes ridiculous. These 2 have incredible synergy. 

Less wait times for us, Right? I agree her basic attack build was just overtuned. Most of the time i run the Chop-Chop build. 
https://www.icy-veins.com/heroes/talent-calculator/maiev#30.0!1112111

Its like playing Alarak in QM with the not so safe heroic. You jump in and you die and your teammates watch you die. lol

I have mixed feelings about Cruel Chain because the bonus damage is wasted if you spend too much time trying to get as many stacks as possible and the enemy end up not being pulled. When it does work, it's awesome, though.

Personally, I like running Maiev with this build alongside a friend of mine that mains ETC solely because of Block PartyBlock Party, which will trigger Armored AssaultArmored Assault. Also, Mosh PitMosh Pit is fantastic at getting those Fan of KnivesFan of Knives resets. I'd say ETC is arguably the best pair for Maiev, alongside Uther.

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4 hours ago, Valhalen said:

I have mixed feelings about Cruel Chain because the bonus damage is wasted if you spend too much time trying to get as many stacks as possible and the enemy end up not being pulled. When it does work, it's awesome, though.

Thats where Elune's WrathElune's Wrath comes in. It basically doubles the stack you get from Fan of KnivesFan of Knives. So you need to hit like 2 times and you still have 1.5 seconds to pull with 25% increased movement speed, not to mention the range of Fan of KnivesFan of Knives is pretty forgiving so you can even get the stacks from the edge of the pull. 

Imo people are majorly overestimating her basic attack build. Her basic attacks are slow and dont deal as much dmg as Fan of KnivesFan of Knives. Trying to deal dmg with basic attacks usually gets me killed fast. It may be powerfull with Shadow Orb: HuntressShadow Orb: Huntress but until then i feel like its pretty suicidal. Fast chopping gets you the dmg in a short time and you can retreat if you need to, basic attacks are just too slow before Huntress. 

I also dont understand why is Naisha's MementoNaisha's Memento a optional talent in the guide lol. A basic attack build with out it is not even worth doing. 

5 hours ago, Maxkitty said:

I giggled a little bit because of how true that statement is.

Sad thing is. That Maiev is the same in QM. You jump in chain people, pull them then get focused down while your teammates are watching behind you doing nothing. I seriously dont get people. When i see someone jump in, i jump in too, its natural. Im not talking about being overextended plain as day, in that case its better to just the "hero" die alone but a normal dive i follow up its always the right option.

Edited by xevex

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1 hour ago, xevex said:

Thats where Elune's WrathElune's Wrath comes in. It basically doubles the stack you get from Fan of KnivesFan of Knives. So you need to hit like 2 times and you still have 1.5 seconds to pull with 25% increased movement speed, not to mention the range of Fan of KnivesFan of Knives is pretty forgiving so you can even get the stacks from the edge of the pull.

Hmm, that's interesting. I had no idea that Elune's Wrath contributed to Cruel Chain's bonus damage. That should be noted in the guide, definitely.

1 hour ago, xevex said:

Imo people are majorly overestimating her basic attack build. Her basic attacks are slow and dont deal as much dmg as Fan of KnivesFan of Knives. Trying to deal dmg with basic attacks usually gets me killed fast. It may be powerfull with Shadow Orb: HuntressShadow Orb: Huntress but until then i feel like its pretty suicidal. Fast chopping gets you the dmg in a short time and you can retreat if you need to, basic attacks are just too slow before Huntress. 

I also dont understand why is Naisha's MementoNaisha's Memento a optional talent in the guide lol. A basic attack build with out it is not even worth doing. 

Her attack speed is average, at 1.11, while her basic attack damage is 150 (at level 1), which is the third highest of all Assassins, after Trhall (172) and Ragnaros (171). Even in the Physical Damage build, I'd consider Bonds of Justice superior than Naisha's Memento once the quest is completed, which is not hard to do.

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9 hours ago, xevex said:

Sad thing is. That Maiev is the same in QM. You jump in chain people, pull them then get focused down while your teammates are watching behind you doing nothing. I seriously dont get people. When i see someone jump in, i jump in too, its natural. Im not talking about being overextended plain as day, in that case its better to just the "hero" die alone but a normal dive i follow up its always the right option.

That's generally what QM lacks; cooperation. Unless you go in with a party of 5, it's likely you aren't going to find much strategy or cooperation at all. And Maiev is still banned almost all the time in any draft mode even after her nerfs so it's very unlikely you will get to play her unless you are first pick and are lucky enough to see her get past the first bans.

7 hours ago, Valhalen said:

Even in the Physical Damage build, I'd consider Bonds of Justice superior than Naisha's Memento once the quest is completed, which is not hard to do.

I personally like Naisha's MementoNaisha's Memento better just for it's niche in being able to stand out in teamfights. Even if Bonds of JusticeBonds of Justice has the advantage of being effective against a single target, I do feel that it doesn't have the pure teamfight power than Naisha's does. If you are playing against good players too, they will try their very best to not stack as to avoid getting many people pulled by Umbral BindUmbral Bind, ultimately limiting the amount of stacks you can get. Also do note that the bounce range for the attacks given from Naisha's is very decent. However this is just my opinion, and I'm not going to judge anyone who likes Bonds of Justice more. Opinions are very valuable, and I'll be careful to only challenge them occasionally to spark discussion, instead of cutting them out of the picture and devaluing them. 

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      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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