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Medivh & Sonya Rework Meta Tier List (March 2018)

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39 minutes ago, Peaches9 said:

I must say I'm surprised there's five specialists in Core. Nazeebo and Sylvanas I can understand, since they offer solid teamfight damage in addition to their specialist duties, but I can't say the same for Azmo and Zagara (Abathur I won't comment on since I find it hard to measure his impact on a game, and I think it varies wildly based on player skill). What builds or strategies put those two this high? Should they be all-out splitpushing, or balancing this with providing the team with supplementary dps?

Azmo and Zagara have certainly seen a decline in popularity and usefulness. Zagara is undeniably the better of the two however, especially if she makes good use of Devouring MawDevouring Maw or Nydus NetworkNydus Network. She also provides great vision of the battlefield. Azmodan has little aside from his globe, beam, and the global demon summon. 

As for Abathur, I've seen him rise in popularity lately. He has the ability to turn agressive melee heroes into nuisances. He also has great soak and lane pressure. He has a niche and relies a ton on his comp, but he's good in the right circumstances. 

And of course, Nazeebo and Sylvanas are great. For pure pushing, I like Sylvanas better, but Nazeebo is really good with that too, but has even more teamfight power.

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5 hours ago, Peaches9 said:

I must say I'm surprised there's five specialists in Core. Nazeebo and Sylvanas I can understand, since they offer solid teamfight damage in addition to their specialist duties, but I can't say the same for Azmo and Zagara (Abathur I won't comment on since I find it hard to measure his impact on a game, and I think it varies wildly based on player skill). What builds or strategies put those two this high? Should they be all-out splitpushing, or balancing this with providing the team with supplementary dps?

I have a lot of success with Azmo. But I save him for specific maps. 

He tends to excel on the big maps where his trait can split push while he assists with team fights. Never underestimate the power of dunking with black pool up.

IMO, he should take the place of a mage on the team. 

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On 3/21/2018 at 1:02 PM, Oxygen said:

Medivh: His rework made him more accessible to low- and mid-level players while making him less excessively annoying in the hands of Medivh one tricks. Arcane ExplosionArcane Explosion may be busted, however, and probably single-handedly carries his win rate its currently reasonable level by providing him with huge potential burst damage and helping with waveclearing.

It may be busted but i dont think that is what carries his winrate. There was only one choice to make before rework to deal dmg with Medivh which was Masters Touch. Now becoming baseline quest. The lvl 7 tier gives a few options that buffs hes dmg even more and on top of that there is another upgrade to his dmg on lvl 16 which is Arcane ChargeArcane Charge

I think it has to do with the fact that whenever you pick a second support you always sacrificing a place where an assassin would be with a lot of dmg but now Medivh can deal a lot of dmg himself making him much less of a setback then he was before. 

There is also Raven FamiliarRaven Familiar which can be abused to blow up someone similary as with Arcane ExplosionArcane Explosion

Imo, right now, Force of MagicForce of Magic is even more busted thenArcane ExplosionArcane Explosion, combined with Arcane ChargeArcane Charge you get some really busted burst dmg on a 1s cd. 
Some math:
 Arcane RiftArcane Rift baseline: 170 + 75 flat dmg 

Arcane RiftArcane Rift + Force of MagicForce of Magic 1 stack: 204 + 90 flat dmg

Arcane RiftArcane Rift + Force of MagicForce of Magic 2 stacks: 238 + 105 flat dmg 

Arcane RiftArcane Rift + Force of MagicForce of Magic 2 stacks + Arcane ChargeArcane Charge: 273,7 + 120,75 flat dmg 

Yeah thats pretty much a Storm BowStorm Bow on a 1s cooldown and able to hit multiple enemies. With buffed Force of MagicForce of Magic duration im sure people will soon discover how busted the talent is.

So he has now multiple dmg options on 3 tiers which makes him much more viable in teamfights. 

Also Winds of CelerityWinds of Celerity at lvl 1 without the need to sacrifice another great talent is also a good reason why he is much better of then before. 

He may be more accesible but right now hes even harder to play then pre-rework.

Edited by xevex

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23 hours ago, Peaches9 said:

I must say I'm surprised there's five specialists in Core. Nazeebo and Sylvanas I can understand, since they offer solid teamfight damage in addition to their specialist duties, but I can't say the same for Azmo and Zagara (Abathur I won't comment on since I find it hard to measure his impact on a game, and I think it varies wildly based on player skill). What builds or strategies put those two this high? Should they be all-out splitpushing, or balancing this with providing the team with supplementary dps?

They're strong splitpushers that can supplement reasonable damage as needed. I wouldn't run them in double tank/double healer compositions however, as you'll lack late game sustained damage.

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1 hour ago, Oxygen said:

They're strong splitpushers that can supplement reasonable damage as needed. I wouldn't run them in double tank/double healer compositions however, as you'll lack late game sustained damage.

In a typical bruiser/offlaner + double assassin comp, should they replace the offlaner, or one of the DPS's (likely the mage as MrPumpson said)? 

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18 minutes ago, Peaches9 said:

In a typical bruiser/offlaner + double assassin comp, should they replace the offlaner, or one of the DPS's (likely the mage as MrPumpson said)? 

Depends on the map. Azmodan isn't as good a solo laner as Zag either. I wouldn't run Az on 2-lane maps. I'd rather replace an assassin, though I'd even rather not run either at all in such a comp for the reason I underlined earlier.

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15 hours ago, xevex said:

It may be busted but i dont think that is what carries his winrate. There was only one choice to make before rework to deal dmg with Medivh which was Masters Touch. Now becoming baseline quest. The lvl 7 tier gives a few options that buffs hes dmg even more and on top of that there is another upgrade to his dmg on lvl 16 which is Arcane ChargeArcane Charge

I think it has to do with the fact that whenever you pick a second support you always sacrificing a place where an assassin would be with a lot of dmg but now Medivh can deal a lot of dmg himself making him much less of a setback then he was before. 

There is also Raven FamiliarRaven Familiar which can be abused to blow up someone similary as with Arcane ExplosionArcane Explosion

Imo, right now, Force of MagicForce of Magic is even more busted thenArcane ExplosionArcane Explosion, combined with Arcane ChargeArcane Charge you get some really busted burst dmg on a 1s cd. 
Some math:
 Arcane RiftArcane Rift baseline: 170 + 75 flat dmg 

Arcane RiftArcane Rift + Force of MagicForce of Magic 1 stack: 204 + 90 flat dmg

Arcane RiftArcane Rift + Force of MagicForce of Magic 2 stacks: 238 + 105 flat dmg 

Arcane RiftArcane Rift + Force of MagicForce of Magic 2 stacks + Arcane ChargeArcane Charge: 273,7 + 120,75 flat dmg 

Yeah thats pretty much a Storm BowStorm Bow on a 1s cooldown and able to hit multiple enemies. With buffed Force of MagicForce of Magic duration im sure people will soon discover how busted the talent is.

So he has now multiple dmg options on 3 tiers which makes him much more viable in teamfights. 

Also Winds of CelerityWinds of Celerity at lvl 1 without the need to sacrifice another great talent is also a good reason why he is much better of then before. 

He may be more accesible but right now hes even harder to play then pre-rework.

A 1s Storm Bow is nowhere near a Pyroblast out of nowhere.

Edited by ShadowerDerek

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8 hours ago, Oxygen said:

They're strong splitpushers that can supplement reasonable damage as needed. I wouldn't run them in double tank/double healer compositions however, as you'll lack late game sustained damage.

Double support in 2018 LUL 

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On 2018年3月23日 at 3:04 AM, Peaches9 said:

I must say I'm surprised there's five specialists in Core. Nazeebo and Sylvanas I can understand, since they offer solid teamfight damage in addition to their specialist duties, but I can't say the same for Azmo and Zagara (Abathur I won't comment on since I find it hard to measure his impact on a game, and I think it varies wildly based on player skill). What builds or strategies put those two this high? Should they be all-out splitpushing, or balancing this with providing the team with supplementary dps?

All of them have their places in the current meta, and Core Tier definitely fits them.

Sylvanas can put out some strong sustain aoe damage with Shadow Dagger, while Withering Arrow is a quite impactful heroic because of the silence and burst damage. But her main strength is, she can snowball a small advantage (like a kill or an objective) into a really strong 4-man push, which makes her really powerful in some maps like Braxis Holdout.

I rarely rate Nazeebo as a specialist tbh. He's more like a sustain aoe damage mage with a big power spike at lv 20. His waveclear and sustain poison damage can be valuable usually. Also, he says 'brrrrrrra' and 'ayeeeeee', which makes him popular in HL.

Abathur is very powerful in the right hand. He can turn a melee warrior/assassin into a serious threat. Besides, Ultimate Evolution is, in my opinion, one of the best heroic in the game.

Zagara is undeniably one of the best solo laner in the game. Both of her heroics are very impactful: Nydus Network makes her into a global split-pusher with strong sustain and jungling; Devouring Maw is essentially Void Prison, which can set up some powerful combo or can split the enemy team.

Azmodan is probably the weakest out of these 5 heroes, but he still has his place. His split-push can be really strong and hard to notice if talented, especially with Force Recruitment at lv 20. Q build can output some serious damage with Black Pool, while E build can heavy punish teams without reliable interrupts.

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7 hours ago, ShadowerDerek said:

I rarely rate Nazeebo as a specialist tbh. He's more like a sustain aoe damage mage with a big power spike at lv 20. His waveclear and sustain poison damage can be valuable usually. Also, he says 'brrrrrrra' and 'ayeeeeee', which makes him popular in HL.

The only reason to run him (I too has video):

 

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21 hours ago, ShadowerDerek said:

A 1s Storm Bow is nowhere near a Pyroblast out of nowhere.

PyroblastPyroblast out of nowhere? You have 1.5s to get out of the 3.5 range. Not to mention if you dont deal any dmg to the protected targets it deals only 90 dmg per target. You may get PyroblastPyroblast numbers if the protected targets get hit by some AoE burst dmg. 
It actually has a quite easy counterplay. 

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2 hours ago, xevex said:

PyroblastPyroblast out of nowhere? You have 1.5s to get out of the 3.5 range. Not to mention if you dont deal any dmg to the protected targets it deals only 90 dmg per target. You may get PyroblastPyroblast numbers if the protected targets get hit by some AoE burst dmg. 
It actually has a quite easy counterplay. 

Try getting out of them when you get jumped by their frontliners. And if your teammate is jumped on, everyone's natural reaction is just throw everything they have to those divers threatning your teammate.

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5 hours ago, ShadowerDerek said:

Try getting out of them when you get jumped by their frontliners. And if your teammate is jumped on, everyone's natural reaction is just throw everything they have to those divers threatning your teammate.

Helping with the kill. Very nice. I mean i admit it might be overtuned. But still in that situation tank should be the one who peels. It should be in everyones interest knowing talents that are dangerous and watching out for them. 
The "because it feels natural to waste dmg on protected heroes" doesnt really fly lol. 

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2 hours ago, xevex said:

Helping with the kill. Very nice. I mean i admit it might be overtuned. But still in that situation tank should be the one who peels. It should be in everyones interest knowing talents that are dangerous and watching out for them. 
The "because it feels natural to waste dmg on protected heroes" doesnt really fly lol. 

In most situations, the choices are between dealing damage to those protected (or going to be protected), or dealing no damage at all. 

The main issue is that it is very easy to execute, while very hard to counter it. And its cd is way too low for that kind of damage output. Even tanks can't tank that insane amount of burst damage.

Edited by ShadowerDerek

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Also, I think there're some strong arguments to put Stukov into Prime Tier right now.

- strong sustain and burst heal

- HUGE playmaking potential for a support

- great zoning and area control

- has access to hard CC

His priority in draft is starting to catch up on Malfurion. He and Malfurion are currently the most common and versatile supports right now.

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On 24/03/2018 at 1:09 AM, ShadowerDerek said:

Also, he says 'brrrrrrra' and 'ayeeeeee', which makes him popular in HL.

That's it

9 hours ago, ShadowerDerek said:

Also, I think there're some strong arguments to put Stukov into Prime Tier right now.

- strong sustain and burst heal

- HUGE playmaking potential for a support

- great zoning and area control

- has access to hard CC

His priority in draft is starting to catch up on Malfurion. He and Malfurion are currently the most common and versatile supports right now.

I rate Stukov #2 or 3 as well.

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On 3/24/2018 at 2:09 AM, ShadowerDerek said:

Also, he says 'brrrrrrra' and 'ayeeeeee', which makes him popular in HL.

Don't forget about the classic "Kurukutah". After all, he gas PhD in PvP.

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8 hours ago, Oxygen said:

I rate Stukov #2 or 3 as well.

I don't see any support besides Malfurion that can possibly compete against Stukov currently in terms of popularity and versatility. The closest one is probably Uther, but still, not even close.

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On 26/03/2018 at 5:57 AM, ArchangelOfHope said:

How come Auriel has been moved down with no assessment?

She's hopeless.

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51 minutes ago, Oxygen said:

She's hopeless.

 

48 minutes ago, 50m8r4 said:

Wait. There isn't always hope?

 

On 3/26/2018 at 6:57 AM, ArchangelOfHope said:

How come Auriel has been moved down with no assessment?

The problem with Auriel is that there are other Supports that can outperform her healing burst, such as Stukov and Alexstrasza, as they're not barred by resource generation from Bestow HopeBestow Hope. So, when Oxygen said "She's hopeless", is exact that; she currently finds herself in a hard spot to consistently generate Hope at a regular basis.

Blizzard just tried to remedy this by increasing her Hope generation, but I still feel they should revisit Auriel at some point and soft-rework her. Maybe making Increasing ClarityIncreasing Clarity and Empathic LinkEmpathic Link baseline would be a start.

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9 hours ago, Valhalen said:

 

 

The problem with Auriel is that there are other Supports that can outperform her healing burst, such as Stukov and Alexstrasza, as they're not barred by resource generation from Bestow HopeBestow Hope. So, when Oxygen said "She's hopeless", is exact that; she currently finds herself in a hard spot to consistently generate Hope at a regular basis.

Blizzard just tried to remedy this by increasing her Hope generation, but I still feel they should revisit Auriel at some point and soft-rework her. Maybe making Increasing ClarityIncreasing Clarity and Empathic LinkEmpathic Link baseline would be a start.

I think his question is why Auriel has been moved from Viable Tier to Niche Tier without a red arrow beside her name and a proper assessment, but not asking the reason behind.

I can completely understand why Auriel is considered weak because she heavily relies on her team to be effective, though I personally do think she's viable. If she has a good assassin, she's much better than most supports. Strong burst AND aoe heal, peel, extremely strong burst protection with Crystal Aegis, decent waveclear, decent pick potential; if you somehow know that one of your assassins is reliable and strong, drafting Auriel is conpletely fine, as you have tools to protect your energy source.

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10 hours ago, ShadowerDerek said:

I think his question is why Auriel has been moved from Viable Tier to Niche Tier without a red arrow beside her name and a proper assessment, but not asking the reason behind.

I can completely understand why Auriel is considered weak because she heavily relies on her team to be effective, though I personally do think she's viable. If she has a good assassin, she's much better than most supports. Strong burst AND aoe heal, peel, extremely strong burst protection with Crystal Aegis, decent waveclear, decent pick potential; if you somehow know that one of your assassins is reliable and strong, drafting Auriel is conpletely fine, as you have tools to protect your energy source.

Oh, I guess I didn't understand his question, then.

Yes, I definitely agree with you. Auriel is one of my mains, and I really love her kit. In fact, I tested her yesterday with Fenix as the Bestowed, and BOI, he grants some sweet Energy in no time.

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I figured since Fenix has come out that we could start predicting where he belongs on this tier list. I haven’t played him yet (only on PTR) but for those of you who have, what do you think about him? What tier do you think he belongs in?

Looking at his current win-rates, I'd assume he is a tad bit overtuned, even after his on-release nerfs.

Edited by Maxkitty

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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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