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Medivh & Sonya Rework Meta Tier List (March 2018)

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11 hours ago, Maxkitty said:

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.

I strongly believe Fenix is Prime. Specially with Blaze being on the top as well (as they have a lot of synergy due to Fenix's Combat AdvantageCombat AdvantagePurification SalvoPurification Salvo and Secondary FireSecondary Fire). But by himself he's definitely on top because:

  • Strong self-sustain thanks to Shield CapacitorShield Capacitor.
  • Does not use mana, meaning less travels to the Healing Fountain or Hall of Heroes.
  • Strong area damage and single target damage thanks to his adaptable Basic Attack.
  • Fantastic waveclear, mercenary clear and sieging (!!!!). If anything, he is pratically a Specialist (I'm surprised they didn't make Plasma CutterPlasma Cutter deal 50% damage against structures).
  • Great teamfight presence.
  • Both his spell damage and physical damage are good, so there are no real counters to him (even if gets blinded he can still dish out consistent damage).
  • Has a teleport ability.
  • Fits in pretty much any team composition.
  • HE IS ADORABLE. "StarCraft? No, I'm from Aiur."
Edited by Valhalen

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I really hate to say it, but I think Varian is borderline unplayable right now.

Taunt Varian has pretty much no survivability before Lv 10. No damage mitigation against spell damage, meaning that he is extremely vulnerable to burst damage; no escape mechanics, which means that he can't disengage from a fight, and no way to dodge skillshots; very little self-sustain: Lion's Fang's self-heal is unimpressive, because its AOE is too thin to reliably hit multiple heroes, and even if you hit multiple heroes, the self-heal is still not gonna save you from focus-fire; the new talent, Lionheart, is underwhelming compared to Second Wind: the increased heal is equal to 3 basic attacks from Second Wind, meaning that if you attack 3 times in 8s, Second Wind outclasses Lionheart.

Even if you pick up Shield Wall at Lv 10 to mitigate burst damage, there're still problems. The most significant one is that, you simply cannot follow up your Taunt with a Parry anymore. With only 1 charge left, it's your only mean of survivability; you can't just use it to get the Heroic Strike reset of Overpower. Using the Parry will leave you with no damage mitigation and escape for 3.75s: that's more than enough to kill you if they have their burst damage available.

Colossal Smash has similar issues: very little survivability, on top of being very fragile. He has the health pool of Illidan, but doesn't have the self-sustain and mobility to dodge skillshot. 

In short, Varian is very fragile that makes him borderline unplayable. Even if you have more potential with the early heroics, these potentials cannot be unleashed when you don't have the survivability to support them. Expect a 10-20% health buff for Varian.

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5 hours ago, ShadowerDerek said:

I really hate to say it, but I think Varian is borderline unplayable right now.

Taunt Varian has pretty much no survivability before Lv 10. No damage mitigation against spell damage, meaning that he is extremely vulnerable to burst damage; no escape mechanics, which means that he can't disengage from a fight, and no way to dodge skillshots; very little self-sustain: Lion's Fang's self-heal is unimpressive, because its AOE is too thin to reliably hit multiple heroes, and even if you hit multiple heroes, the self-heal is still not gonna save you from focus-fire; the new talent, Lionheart, is underwhelming compared to Second Wind: the increased heal is equal to 3 basic attacks from Second Wind, meaning that if you attack 3 times in 8s, Second Wind outclasses Lionheart.

Even if you pick up Shield Wall at Lv 10 to mitigate burst damage, there're still problems. The most significant one is that, you simply cannot follow up your Taunt with a Parry anymore. With only 1 charge left, it's your only mean of survivability; you can't just use it to get the Heroic Strike reset of Overpower. Using the Parry will leave you with no damage mitigation and escape for 3.75s: that's more than enough to kill you if they have their burst damage available.

Colossal Smash has similar issues: very little survivability, on top of being very fragile. He has the health pool of Illidan, but doesn't have the self-sustain and mobility to dodge skillshot. 

In short, Varian is very fragile that makes him borderline unplayable. Even if you have more potential with the early heroics, these potentials cannot be unleashed when you don't have the survivability to support them. Expect a 10-20% health buff for Varian.

Agreed. I feel like this change to him was really a significant nerf to his power and one that was not needed at all. There is no doubt that buffs are incoming for Varian. It just surprises me that these terrible changes could have gone through PTR.

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I’ve seen so many other tier lists place Maiev down to tier 2 (Core Tier). As a Maiev main, I’m in disagreement with her falling down from Prime Tier.

While her damage may be lower than it once was, it is still very respectable. I’ve also taken a liking to the Elune’s Wrath talent, which I’ve found dishes out a lot of AOE damage in teamfights. What makes her powerful though is her utility through her tether and the cage. 

She’s also become harder to play in general, due to her being squishier than before. With good use however, she is still very hard to kill imho. 

I’m holding at about a 57% winrate with her in Unranked Draft alone, out of around 200 games. While I might be in agreeance that she may (for the general playerbase) have fallen to Core Tier, I strongly believe that in the right hands she is without a doubt a Prime Tier hero. I still think she is worthy of first pick/bans.

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On 3/28/2018 at 12:19 PM, Valhalen said:

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.

Both of you answered my question at the same time to be honest. Auriel is my main I have her at level 90 with close to 600 games as her so I do hate saying she's fallen out of the meta. But with the arrival of Fenix I think she'll make a good team with him as an energy resource. I agree that she needs a soft rework though; my idea is make Bestow Hope a passive trait, the area in which her crowned ally must remain for her to get energy from them, why not make it so all allies within that same range give her energy? Say, 25% of all their damage is passively absorbed as energy? She could have new talents to increase this factor too. Her 16 talents could be active abilities too - activate to make all allies in Bestow Hope's range gain the buff for 5 seconds maybe? 

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6 hours ago, ArchangelOfHope said:

Both of you answered my question at the same time to be honest. Auriel is my main I have her at level 90 with close to 600 games as her so I do hate saying she's fallen out of the meta. But with the arrival of Fenix I think she'll make a good team with him as an energy resource. I agree that she needs a soft rework though; my idea is make Bestow Hope a passive trait, the area in which her crowned ally must remain for her to get energy from them, why not make it so all allies within that same range give her energy? Say, 25% of all their damage is passively absorbed as energy? She could have new talents to increase this factor too. Her 16 talents could be active abilities too - activate to make all allies in Bestow Hope's range gain the buff for 5 seconds maybe? 

In my opinion Reservoir of HopeReservoir of Hope could become baseline. But instead of increasing the energy by 75, could be like... 5. Or less. It is easy to exploit this talent, though.

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7 hours ago, Valhalen said:

In my opinion Reservoir of HopeReservoir of Hope could become baseline. But instead of increasing the energy by 75, could be like... 5. Or less. It is easy to exploit this talent, though.

That's a god idea, it's easily exploited yes but it's the least picked talent at 16 since you need the buff to help your allies get you energy. Maybe it could increase the energy capacity by 25 or something. It should be baseline anyway really since they've nerfed her maximum energy multiple times and 16 is too late game for it to be impactful. 

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3 hours ago, ArchangelOfHope said:

That's a god idea, it's easily exploited yes but it's the least picked talent at 16 since you need the buff to help your allies get you energy. Maybe it could increase the energy capacity by 25 or something. It should be baseline anyway really since they've nerfed her maximum energy multiple times and 16 is too late game for it to be impactful. 

Actually, I always pick Reservoir of HopeReservoir of Hope. By the end of the match I'm usually healing over 2k per cast, haha.

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10 hours ago, Valhalen said:

In my opinion Reservoir of HopeReservoir of Hope could become baseline. But instead of increasing the energy by 75, could be like... 5. Or less. It is easy to exploit this talent, though.

I'd rather move it to Lv 4 instead to make this tier more diverse. 

Also, I'd consider bringing back Bursting Light to replace Angelic Flight at Lv 20. I haven't seen anyone pick that strange talent at all. 

These two changes can give Auriel a pretty interesting new build -- the Ray of Heaven build.

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1 minute ago, ShadowerDerek said:

I'd rather move it to Lv 4 instead to make this tier more diverse. 

Also, I'd consider bringing back Bursting Light to replace Angelic Flight at Lv 20. I haven't seen anyone pick that strange talent at all. 

These two changes can give Auriel a pretty interesting new build -- the Ray of Heaven build.

Angelic FlightAngelic Flight is a very situational talent but I can see it being very useful; but it has to compete with Shield of HopeShield of Hope, which is absurdly powerful.

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2 minutes ago, Valhalen said:

Angelic FlightAngelic Flight is a very situational talent but I can see it being very useful; but it has to compete with Shield of HopeShield of Hope, which is absurdly powerful.

I can't see it being useful at all tbh. It's 2s delay pretty much prevent you to ever use it during team fight. You could argue that it gives her global mobility, but why would you want to split when your whole kit is based around staying with your team to generate healing output from your team's damage.

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17 hours ago, ShadowerDerek said:

I can't see it being useful at all tbh. It's 2s delay pretty much prevent you to ever use it during team fight. You could argue that it gives her global mobility, but why would you want to split when your whole kit is based around staying with your team to generate healing output from your team's damage.

It's quite quite niche. I find it useful on Dragon Shire for late game grabbing of shrines but even then; I'd usually choose something else unless we're a bit ahead. The odd time it's saved a game for me by flying back to the enemy core and ressing someone to finish the core but that's even more rare and dependent on picking rez in first place. The global mobility is nice but as you said (and as she was designed) she should stay with the team for healing, hope etc. Dragon Shire I believe is the only kinda useful application of the talent and mayybe getting back to your team if you got popped during a teamfight/skirmish early on (though that far into the game you probably would only get the chance to do that if your team won the fight)

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16 minutes ago, MurkyFelix said:

It's quite quite niche. I find it useful on Dragon Shire for late game grabbing of shrines but even then; I'd usually choose something else unless we're a bit ahead. The odd time it's saved a game for me by flying back to the enemy core and ressing someone to finish the core but that's even more rare and dependent on picking rez in first place. The global mobility is nice but as you said (and as she was designed) she should stay with the team for healing, hope etc. Dragon Shire I believe is the only kinda useful application of the talent and mayybe getting back to your team if you got popped during a teamfight/skirmish early on (though that far into the game you probably would only get the chance to do that if your team won the fight)

These situations are too niche to ever happen in HL. Even if they actually happen, you might still want a storm talent that can help you win team fight.

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22 hours ago, Valhalen said:

Actually, I always pick Reservoir of HopeReservoir of Hope. By the end of the match I'm usually healing over 2k per cast, haha.

I do pick it sometimes, and the highest I've gotten is around 2.7k energy, but that was before all her energy nerfs. I rarely pick it now though :/

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22 hours ago, Valhalen said:

Angelic FlightAngelic Flight is a very situational talent but I can see it being very useful; but it has to compete with Shield of HopeShield of Hope, which is absurdly powerful.

I've played hundreds of games as Auriel and I've only picked Angelic Flight once. Shield of Hope is simply too strong, and the only other storm talent I take is Light Speed which is also pretty powerful. Back to back Resurrects in the late game make a huge difference sometimes. 

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On 3/29/2018 at 6:27 AM, Valhalen said:

 

  • HE IS ADORABLE. "StarCraft? No, I'm from Aiur."

Is that him Chatting with dva or something?

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On 01/04/2018 at 1:15 AM, 50m8r4 said:

Is that him Chatting with dva or something?

Yeah. Haha.

On a side note. I think Varian and Morales will rise in the Tier List should Fenix become meta (which he will), as they can become direct counters to him with Shattering ThrowShattering Throw and EMP GrenadeEMP Grenade, respectively.

Edited by Valhalen

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On 2018年4月1日 at 10:52 PM, Valhalen said:

Yeah. Haha.

On a side note. I think Varian and Morales will rise in the Tier List should Fenix become meta (which he will), as they can become direct counters to him with Shattering ThrowShattering Throw and EMP GrenadeEMP Grenade, respectively.

Really?

Varian has his own problems right now, mainly survivability. Taunt is pretty much the only viable build, and he can't even solo tank now imo.

I've never seen anyone pick EMP Grenade. This talent is very underwhelming compared to the other 2 options.

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10 hours ago, ShadowerDerek said:

Really?

Varian has his own problems right now, mainly survivability. Taunt is pretty much the only viable build, and he can't even solo tank now imo.

I've never seen anyone pick EMP Grenade. This talent is very underwhelming compared to the other 2 options.

Double Warrior compositions will always rule the meta, so all in all, Varian still is viable. His early game survivability was a bit hindered because of Shield WallShield Wall moving to level 10. He still is very hard to kill, the difference is that he can't 1v5 anymore and leave unscathed.

EMP GrenadeEMP Grenade is indeed very niche, but when drafted against Fenix it is a very powerful talent that can get him offguard.

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      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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