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Fenix Hero Spotlight

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The highly-anticipated Hero spotlight has arrived with a first look at Fenix's lore and abilities. 

FenixSteward of the Templar (Ranged Assassin)

UPDATE: Fenix has been added to Heroes on Battle.net.

Starcraft's 20th anniversary will be celebrated in the Nexus with:

Strengths

  • Self-sustain
  • Adaptable basic attacker
  • Poke/trading

Weaknesses

  • Burst damage
  • Crowd control

Kit

Trait

  • Shield Capacitor
    • Passively grants Fenix permanent shields on top of his Health. Damage taken by Fenix is applied to the shields first. If Fenix has not taken damage for a few seconds, his shields begin to regenerate.

Primary Abilities

[Q] Plasma Cutter

  • A laser beam circles around him starting at your mouse cursor. Enemies hit by the laser are damaged and slowed. Fenix can move while the laser is spinning to aim it.

[W] Repeater Cannon / Phase Bomb

  • Fenix has two auto attack modes. Swapping between the two modes at the right time is key to playing Fenix effectively. 
    • Repeater Cannon
      • Increases his attack speed.
    • Phase Bomb
      • Increases range and adds area damage to his auto attacks.

[E] Warp

  • After a short channel, Fenix teleports to a nearby target location. Enemies can't see where his warp will place him. 
    • A powerful mobile tool allowing him to fake out the enemy team .

Heroic Abilities

[R1] Purification Salvo

  • When activated, Fenix emits a scanner sweep in a wide arc in front of him locking onto all enemy Heroes the scanner hits. After a brief pause, Fenix launches a barrage of 5 missiles to each of the locked targets dealing bonus damage to all targets who were slowed.

[R2] Planet Cracker

  • Fenix locks himself in place and fires a huge powerful laser beam with unlimited range in the target direction, damaging all non-Structure enemies caught in its path. You can't move or change directions while the beam is active, but you can cancel it early in case of emergency.
  • A more immediate method of dealing massive damage.

Hero Spotlight

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First Heroic will probably be my go to choice most of the time, seems the most reliable out of the 2 (don't know cds and other stuff yet), Second can shine in maps that are small with many confined spaces or with good allied cc. Btw @Stan or any other. how can you embed the video player like that? I search through the options and can't find anything, it just shows the link every time...:/

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Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I'm curious to see how the talents and everything else shake out, but the change of firing modes seems really powerful. The laser is really similar to zuljin W, which has good value from the slow. Some mobility is better than no mobility, but the range will be critical. If it's about the distance of falstad barrel roll, it should shake out just fine.

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 He looks a lot more interesting than i thought a dragoon wound:) hopefully we get this on ptr soon so we can try this protoss hero out.  I agree that the 1st heroic seems like the way to go unless they go bunker on the second heroic and give it a 40 second CD. Maybe not even then haha

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He seems like he’s going to be super fun! Likely not as powerful as Maiev is (atm, not on release) and he lacks utility, but he seems like he could be core tier, at least. Looking forward to him.

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1 hour ago, SleepySheepy said:

Does this mean that HP/shield UI is getting rework? Or is his shield "special"?

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

1 hour ago, SleepySheepy said:

And why does it state that it first damages shields, isn't that already given?

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

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1 hour ago, Laragon said:

Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Edited by TSRD

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29 minutes ago, VinsX said:

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

I'm guessing that's why made special UI and stated that it goes first from there, to show that his shield goes before HP/other shields.

PS: That might indicate future of Artanis rework, maybe.

Edited by SleepySheepy

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1 hour ago, TSRD said:

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

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I was thinking this exact thing too. I'm like, 'Added to Heroes on Battle.net' o_O? WTF does that mean?

Do they mean he's been added to the PTR on HOTS cause I would assume he'd be added next Monday not today. Unless they're gonna rush him to Live servers next Tuesday. Giving him only 4 days of PTR time rather then the usual 7 days. Cause if so that's a really odd way of saying that then. Why wouldn't they just say 'Heroes PTR is up with Fenix added'. Since PTR is only ever accessible when they add a new hero to it for testing the week or two before they bring them over to the Live servers.

Otherwise the only thing I can think of this is referring to is the HOTS website were you can look over all the heroes that are playable in the game and see their abilities. But as far as I know the actual Blizzard Battle.net app doesn't have a section like that.

*Loads up B.net to see what they are talking about*

So yeah as far as I can tell this is just stating that the Hero Spotlight video is highlighted on the HOTS B.net launcher and that he has been added to the HOTS website when you look to see all the heroes in the game.

So yeah... the two things they always do when they release a new hero spotlight video have been done... we definitely needed a 'Update' in this article to tell us something that they always do and confuse us all into thinking they might have added Fenix to PTR or Live servers already. ...good job there Stan. *rolls eyes*

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About his second heroic... you are all forgetting it has UNLIMITED range which means you can use it even from your core and help your allies on the other side of the map. And it seams it deals A LOT of dmg. 1 mosh and you can have pure value not being in team fight yourself.

Edited by Godeyes

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41 minutes ago, Laragon said:

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

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5 hours ago, TSRD said:

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

Dragon's ArrowDragon's Arrow and Planet Cracker. Few kills across the map. Lol 
The Ultimate is pretty much a better DragonstrikeDragonstrike
And if there is a low hp hero priority target it might just win the match to "waste" it by sniping them. For example taking out the main Immortal dmg on the enemy team on BoE. 
As you say its not useless at all.

Its a little bit sad that though that both heroic are asking for crowd control. Altough Purification Salvos bonus dmg can be procked by yourself, which is nice. 

I cant wait to test a Warp build. He has talents that resets the cd of Warp and give attack speed after warping.

Unless you have a lot of CC the second heroic won't be valuable.

It deals 105 dmg every 0.25 seconds. Which means enemy heroes have to stand it for only 1 second to recieve 420 dmg, which is achievable whitout any crowd-control. 
And if you land a mosh thats 1680 dmg in 4 second to multiple targets. 
The first heroic deals 430 dmg per target with out slow and 645 dmg on slowed targets. 
 

 

Edited by xevex

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I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

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BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

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5 hours ago, Morcalivan said:

I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

I think it does since it dieals dmg to non-Structure enemies hit. Which pretty much means, everything that isnt a structure.
 

BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

 
It takes 0.5s to warp and it can be interrupted. Its not Genjis Swift StrikeSwift Strike.

 

Edited by xevex

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Well, Planet Cracker will be my ult of choice because of the raw utility of it. Imagine all the creative uses of Tyrande's SentinelSentinel or Ana's Eye of HorusEye of Horus, times forty. You can use it to defend a pushed lane, damage/destroy the Immortal, kill Skeletal Warriors or defend against the objectives on Tomb of the Spider Queen, Battlefield of Eternity and Haunted Mines from all across the map.

Even if the devs nerf it later to only damage Heroes (what I think is quite likely) you could still use it to zone out the enemy team from shrines or other objectives for 4 secs. Not to mention you create something of a map wide Force WallForce Wall that enemy heroes can't cross without teleport ability.

Of course, the immobile part is tough. But you should think of this ult as more like an long range artillery piece, something it would not be very smart to use too close to your target on regular circumstances.

Edited by lChronosl
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      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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