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Chromie Rework Discussion

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Lead Hero Designer Matt Villers discussed Chromie in the latest round of blue posts dealing with Hero reworks.

The developers hinted at possible changes to Chromie in the latest Balance & Design AMA. They don't like her binary gameplay experience and are experimenting with making her Dragon's BreathDragon's Breath [W] visible to enemies.

Blizzard LogoBlizzard (Source)

You can look forward to more Chromie changes in the future. I can't give a date, but we've started to experiment with various ideas, like pulling in her range further but reducing her cast time, and making her W visible to enemies. All of this is still early in development, but the idea is to make her feel more interactive with enemies, and not create such a binary experience for Chromie herself (if enemies reach her, she dies and can't do damage, otherwise she's untouched).

In the latest discussion on the official forums, Villers revealed that Chromie is well-balanced and decreasing her damage output would not be the right approach from a design standpoint. The biggest challenge for the devs when dealing with Chromie is not to change her so much that she loses her identity. What do you think defines Chromie? Is it her long range, burst damage, slow or something else? Are you a Chromie player or find her frustrating to play against? Let us know in the comments!

Blizzard LogoBlizzard (Source)

Chromie is a tricky one because there's no single element of her kit that pushes her over the line in terms of feeling frustrating to play against. She's also pretty balanced overall, so simply making her weaker isn't a great option.

Put simply, the challenge for us here is-
  • Change her enough that she feels noticeably more interactive for opponents.
  • Don't change her so much that she loses her identity - she should still feel like Chromie.
  • Figure out how to compensate loss of power from the removal of frustrating elements, without pushing her right back over the line in a different way.

There are many ways we could address the first and third items on that list, but the second one is where things get a bit more difficult. So with that I'd pose the question to you Chromie players out there:

Which parts of Chromie do you feel are core to her identity and which would you feel comfortable seeing changed (assuming she got something else in return)? Is it her long range that defines her? Her burst damage? Her ability to scale hard if she does well on her Quest? Her disruption via Time TrapTime Traps and Slowing SandsSlowing Sands? Some combination of these or something else entirely?

Follow-up Post

Glad to see really good discussion coming out of this. Thanks everyone!

A few quick thoughts on main points-

  • The goal here isn't to make Chromie weaker. A Hero can feel distinct and powerful to play as, and still be fun to play against.
  • We've already seen feedback on playing against Chromie and it's the reason we're having these discussions. The question I posed earlier is focused on the perspective of playing as Chromie, and what makes her feel fun/unique to you personally.
  • Looking through the replies so far, I already see some consistent themes bubbling up, which is great.

While I can't speak to what changes may or may not happen at this point, I love that we're getting so much player feedback on this and we'll be keeping it in mind as we talk about potential future plans for Chromie.

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Reduce her range. That's really all that's needed. She should be viewable when she's using her abilities, not 50 yds away.

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Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

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1 minute ago, Peaches9 said:

Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

I think a small range decrease would also be in order, also, maybe make it so that if she casts a spell she gets revealed, might make her feel less broken. Either or, a range decrease or reveal her location when she is casting. Probably not both, as that seems like it might be a bit too big of a nerf.

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Just reduce the damage, cooldown and cost of Dragon's Breath, i.e. reduce her burst. The most frustrating thing ever is to step on some invisible hourglass and get 90% health melted away instantly. A hero who's so good at poking shouldn't be equally good at bursting down enemies. And maybe a little range decrease on Q and W would be nice.

Laning against Chromie minus the hourglass is actually quite fun for both players because you're playing mindgames with your opponent. Prediction abilities aren't really random; you may get a bit lucky here and there, but what matters most is reading your opponent's mind, both playing and playing against her. Any player can dodge a Dragon's Breath if it's visible, and reduces its use to only combo'd with stuns and the goddamn hourglass, which is the most frustrating thing in the first place.

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16 minutes ago, ZeroFPS said:

Just reduce the damage, cooldown and cost of Dragon's Breath, i.e. reduce her burst. The most frustrating thing ever is to step on some invisible hourglass and get 90% health melted away instantly. A hero who's so good at poking shouldn't be equally good at bursting down enemies. And maybe a little range decrease on Q and W would be nice.

Laning against Chromie minus the hourglass is actually quite fun for both players because you're playing mindgames with your opponent. Prediction abilities aren't really random; you may get a bit lucky here and there, but what matters most is reading your opponent's mind, both playing and playing against her. Any player can dodge a Dragon's Breath if it's visible, and reduces its use to only combo'd with stuns and the goddamn hourglass, which is the most frustrating thing in the first place.

It's actually not that common to get hit by the chromie hourglasses. I don't know how to nerf chromie, maybe a little range decrease with a buff to cast time, and/or making W visible, but I cast hourglass about maybe 50 times a game, and only like 5 times a game does it get triggered. Also, only like once or twice a game do i actually hit someone time trapped with my full burst.

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Making Dragon's Breath visible is really pointless, since most of the time it's easy to predict where Chromie thought you would be when she activates the ability. Due to how you are supposed to counter it, it's range really should be shortened, not by a lot, but just enough so that Chromie is visible to the enemy when she casts it, so that enemy knows that they have to dodge an incoming attack. Also maybe make it do less damage. As a balance you could buff Dragon's EyeDragon's Eye and Deep BreathingDeep Breathing. Shortening the range of Sand Blast on the other hand is unadvised, since it's already pretty difficult to hit. 

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Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

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5 hours ago, SteveFrost said:

"Chromie is balanced" Good one, Blizz, good one.

"Don't worry, this is gonna get nerfed." Inb4, Chromie buffs every 2nd patch

When have you EVER known a Blizzard Rework to actually improve a character? It ALMOST happened with Sonya but then they backpedalled.

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12 hours ago, Peaches9 said:

Making Dragon's BreathDragon's Breath visible is all I ask for. No hero feels as luck-based to fight as Chromie for this reason. Abilities should have counterplay options, and "move in a randomly chosen direction and hope you guessed right" shouldn't be the optimal play.

I'd be ok with a corresponding buff to it, even. Maybe make Dragon's EyeDragon's Eye baseline? This would be a fine change if it were visible, since it would change the talent's effect from "#$&% someone over real hard if they're super unlucky" to "reward Chromie for good aim/ team coordination".

I think that would help a lot. I think that also reducing its cast range would be fair since it is a pretty telegraphed move (like most of her kit). That would make the move more rewarding to land with the Dragon's EyeDragon's Eye as baseline.

2 hours ago, SenatorBinks27 said:

Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

Yeah, there is that too. Currently Chromie and Hanzo are the only Heroes that can snipe others out of sight. I feel that Chromie is less frustrating than Hanzo, to be honest, because that motherfucker can really spam Storm BowStorm Bow in a way that tilts me very fast.

Chromie, on ther hand, is a setup-oriented character, she needs to use her surroundings in her advantage to land the perfect traps.

The problem is that fighting against Chromie, specially in Quick Match, can be absurdly frustrating when there is no one to dive at her, which results in a damn annoying snowball. Hammer faces a similar problem in this regard too; if there is no one to take her down she will obliterate all the forts.

________________

Since we're talking about reworking some Heroes, how about Probius and Anu'arak? They are two Heroes I feel are left behind in the meta because there are other Heroes that can what they do much better.

Edited by Valhalen
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The fact she has this binary playstyle, where you either stay back and do loads of damage or you get bursted and die if you get too close, is the core aspect of the hero. Rework the level 11 tier completely so she has no survivability at all when the enemy assassins get to her. Give her no counterplay to being dove to punish bad positioning. The ability to stay out of sight and, if you're smart and practiced enough, nuke people is Chromie. Without that there's not too much separating her from any other mage. She'll just be a squishy burst-focused hero.

What I do think, though, is Time Trap could be replaced. Giving players the capability to guarantee they land their Q and W from level 1 is dull. I don't mind Temporal Loop doing that because that's a 70 sec CD heroic that has some counterplay involved but Time Trap is probably what needs to go. Again it can be used to stop you getting dived, camping near one as you stand on the backline and kiting assassins over it as they chase you down.

Edited by Brutalis

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4 hours ago, SenatorBinks27 said:

Sniping someone who can't see it coming is the most fun while playing as Chromie. Seeing them misjudge where I'm aiming. That's my Chromie identity. And if a Chromie correctly anticipates where I'm going to dodge to, to aim dragon's breath to where I'm going to move to avoid where I guess it's going, I feel like "well done". I don't see a reason to change her at all. I don't find her any more frustrating to play against than anyone else.

Well, they changed stealth and killed most of my favorite characters.  They easily can do same to Chromie.
Even tho they killed Nova before stealth rework haha.

Edited by MrOger

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Uncommon Patron

Reduce her range and time trap radius(so you can distroy it with melee ). She has very long range, time trap nullifies divers, and her defensive talents make her even more difficult to kill(timeout, bye bye). At the moment I think only Zeratul can kill her reliable.

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7 minutes ago, MrOger said:

Well, they changed stealth and killed most of my favorite characters.  They easily can do same to Chromie.
Even tho they killed Nova before stealth rework haha.

Valeera and Zeratul are still very viable. Zeratul can deal some nasty eye-watering damage with some builds.

Stealth just requires a lot more of thought and strategy now, instead of ROFLstomping everything.

1 minute ago, XeaKon said:

Reduce her range and time trap radius(so you can distroy it with melee ). She has very long range, time trap nullifies divers, and her defensive talents make her even more difficult to kill(timeout, bye bye). At the moment I think only Zeratul can kill her reliable.

If she picks Bye Bye!Bye Bye! Zeratul can't kill her. And if there is a dive in the enemy team, a good Chromie will always pick this talent. I think Valeera is best suited to kill Chromie due GarroteGarrote, as well the fact that Valeera has the smallest frame of all the stealth Heroes, so even though it is really easy to spot stealth now, in the heat of the battle Chromie will be concentrated on targets miles away, which gives Valeera a way to sneak in.

Despite losing From the ShadowsFrom the Shadows, Diablo still is a solid counter for her, due his gigantic healthpool and lots of stuns and displacements to prevent her from using Bye Bye!Bye Bye!.

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3 minutes ago, Valhalen said:

Valeera and Zeratul are still very viable. Zeratul can deal some nasty eye-watering damage with some builds.

Stealth just requires a lot more of thought and strategy now, instead of ROFLstomping everything.

Well i'm not complaining that they made Nova balanced, but about losing her identity as snowball ranged assassin. While stealth rework made her q stacks as baseline (which i find a pretty good idea) nerf of stealth hit too hard on her defensive capabilities. Zeratul never was reliant on stealth anyway, so he don't miss stealth at all. Most of my grumpyness with stealth rework is about Valeera - rework hit her too hard. Like, ye, garrote build is still strong, but it's kind of the only build remained. She could use more true invisibility time on her passive for better mindgames, or even introduce new talent ability to give her short true invisibility while already in stealth for her openings.

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4 minutes ago, MrOger said:

Well i'm not complaining that they made Nova balanced, but about losing her identity as snowball ranged assassin. While stealth rework made her q stacks as baseline (which i find a pretty good idea) nerf of stealth hit too hard on her defensive capabilities. Zeratul never was reliant on stealth anyway, so he don't miss stealth at all. Most of my grumpyness with stealth rework is about Valeera - rework hit her too hard. Like, ye, garrote build is still strong, but it's kind of the only build remained. She could use more true invisibility time on her passive for better mindgames, or even introduce new talent ability to give her short true invisibility while already in stealth for her openings.

I think that for the sake of balance in all game modes (Quick Match and Ranked), they nerfed Valeera in a way she doesn't make the game too frustrating for new players, which is actually the reason they reworked stealth mechanics.

So instead of being burst monster as she was on launch, Valeera now is more focused on disables and securing kills for the rest of her team, rather than killing everything herself.

Sure, it made her lose some of her identity as a "WoW Rogue", but Rogues were never a balanced class to begin with, specially in Vanilla. So for the sake of the health of the game, this was the best decision. She still has a very strong burst-oriented build that can do around 2k damage, if I'm not wrong.

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1 minute ago, Valhalen said:

I think that for the sake of balance in all game modes (Quick Match and Ranked), they nerfed Valeera in a way she doesn't make the game too frustrating for new players, which is actually the reason they reworked stealth mechanics.

So instead of being burst monster as she was on launch, Valeera now is more focused on disables and securing kills for the rest of her team, rather than killing everything herself.

Sure, it made her lose some of her identity as a "WoW Rogue", but Rogues were never a balanced class to begin with, specially in Vanilla. So for the sake of the health of the game, this was the best decision. She still has a very strong burst-oriented build that can do around 2k damage, if I'm not wrong.

Ye, i remember about her Q oriented build, but i dislike it for reducing her already poor mobility. Relying on others for kill is most stupid idea for character design that literally screams "ASSASSIN", no offense. And moving toward "friendliness for new players" is a good way to bring the richness of the game down, fun games are not where everyone is balanced around each other, but where everyone is op in their own way.

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I think they actually could play with poison based abilities, like introduce talent on same tier of her other poisons that, for example, brings damage of all abilities down by 30%, but makes them deal 80% additional damage over 5 seconds.

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I'm reading all this comments about Chromie and I actually can't believe people are SO BAD at this game. Because you must be if you are "so frustrated" when Chromie hits you (at the same time Im NOT saying Im a master here). Acording to Blizz Im platinum level player and I have NEVER felt any oppression from this hero. I enjoy playing her and I really enjoy playing vs her (because  even when she is my opponent I can test how good I am. How good can I dodge her Q's. How good am I at remembering where is her trap. How good can I predict where she shot her W. Etc. )
Also you can almost instantly recognize a good Chromie player that spent HUNDREDS of hours to master her in comparison to a bad player that is easy to avoid and very predictable. Yes - she can scale nicely in late game IF YOU LET HER. Yes - she can burst you down in the late game IF YOU LET HER. Or if your team is COMPLETELY clueless.
Also - she has no escape other then 'Bye-bye' which can be easily interrupted with any stun.
Also - she has almost no mobility tools (other then 'Here and there')
Also - she is very squishy.

People complain about hero itself but in reality most of my games when I lose to Chromie look like this:
- 2-3 morons players stay mid most of the game and take SHOT AFTER SHOT from Chromie's Q stacking her like crazy
- players don't look at Chromie's animation and then they whine that they can't see her W
- if players are backing away from tf they go in a straight line and then wonder how could Chromie predict them with her W
- if Chromie uses her Temporal Loop, healer can't time his cleanse properly to negate it
- if targeted hero has some escape option or invulnerability he can't time it properly to negate it
- if my team has an option to just jump Chromie and insta-kill her to negate her TL, they don't do it - even if its a free kill. They just run away and get hit with W+Q anyways...
- etc. etc. etc.

IMO Chromie is great and unique hero that rewards you for mastering her. And punishes bad players for... being bad.
Im not saying she is perfect - maybe she needs some tuning, but imo more in stats and timers then changing her core playstyle.

BTW (from Hotslogs):
Bronze - Gold = 40% win rate
Platinum = 48% wr
Diamond - Master = 51,5% wr

P.S. Just to be clear - I got my ass whooped by good Chromies MANY TIMES. But that doesn't mean the hero is broken or OP.

Edited by Godeyes
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3 minutes ago, Godeyes said:

I'm reading all this comments about Chromie and I actually can't believe people are SO BAD at this game.

Hey man, your opinion is very appreciated, but different players have different levels of skill. Your comment, while it had a lot of weight and solid arguments, was very rude in some points, with that "GIT GUD" attitude. If people don't know how to deal with Chromie, they can learn with positive feedback. I would have appreciated your comment a lot more if it didn't include insults.

Also:

5 minutes ago, Godeyes said:

when I loose to Chromie looks like this

*lose

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2 hours ago, Valhalen said:

Hey man, your opinion is very appreciated, but different players have different levels of skill. Your comment, while it had a lot of weight and solid arguments, was very rude in some points, with that "GIT GUD" attitude. If people don't know how to deal with Chromie, they can learn with positive feedback. I would have appreciated your comment a lot more if it didn't include insults.

But GIT GUD is exactly what you have to do in this game. Im playing 2,5 years now and Im sick of people whining ALL THE TIME without any proper reason. The reason is "Im a bad player and can't deal with good Chromie players. Nerf Chromie". This is insane.

Also it is sad that you are one of "those guys" that hear "toxicity/insults/trashtalk" instead of just criticism.
Sb is making a point that you are not good enough if you state that 40% wr hero is OP - just accuse them of insults and DO NOT change anything. Keep calm and stay bad. Then go to official forums and make a crypost that Chromie just whooped your ass and they should nerf it. Sure that attitude is way better then "git gud attitude".

I srsly don't want to attack you personally or anything like that (so pls don't get offended) but to prove my point... here are your words from december last year where they "nerfed" (removed pull from his grounbreaker) Garrosh:

On 12/21/2017 at 12:13 PM, Valhalen said:

RIP Garrosh. I know his gameplay was considered "toxic", but changing that pretty much kills the entire concept of the character. Now he's just another tank with stun. But let's see how this play out.

Now he is just another TOP tank.

Edited by Godeyes

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9 hours ago, Apologised said:

When have you EVER known a Blizzard Rework to actually improve a character? It ALMOST happened with Sonya but then they backpedalled.

Short answer: Yes, though infrequently.

Long answer: Most of the Heroes that have received reworks are ones I don't like/play. For those that I do, I'll share my thoughts:

Zul'jin: The latest changes landed very well, he now has many interesting choices and paths he can take.

Zeratul: Same with Zul'jin; tho he has had a lot more changes in the past by comparison, his tree feels adequately branched and diverse.

Nova: From disappointment to disappointment. Though her original state was pretty feast or famine, her first rework was the definition of epic fail. They practically took away her burst damage which was the only thing she had going for her and left her at that. Then they did some "buffs" from time to time (most of which were negligible). The 2nd time, the new talents were nice (but not too many of them), the baseline quest spot on, however they still failed to deliver on their goal to make her "healthier" and "fit for a competitive environment" (which was the goal since the first rework, their exact words) she still feels extremely one-dimensional and even Samuro makes for a better stealthy assassin imho.

Alarak: Him I don't play as much as the others but I enjoy how challenging he is to play well and how rewarding it feels when you manage so. Feels ok to me, at least for the most part.

Valla: Pretty well done, all I have to say.

Varian: I don't think "rework" cuts it here but nevertheless, the changes were helpful to him.

Tyrandu: She has had many changes, others good, others terribad. Now her tree is mostly ok imho, offers a good variety. She could use some light touches, hope the changes they have planned don't ruin her as a versatile character.

Malfurion: Another troubled one, lately they've done pretty well with him, adding the burst heal option cause burst heal is best heal and he was pretty much the only one without it. He may be pretty strong currently but a name like his deserves that imho.

Illidan: His was the first major rework iirc. While it worked on its goal, make him feel stronger, scale and increase his talent options, subsequent nerfs along with other changes (more counter options/"better" assassins, etc) pushed him out of the picture.

Medivh: Making The Master's Touch a baseline quest was single-handedly one of the best changes they've done in years. Overall, he feels better and funnier to play than before imho.

Cho'gall: I think the changes really hurt him (big nerf) especially Gall, but the core essence of the Hero hasn't changed; with good coordination, he becomes pretty much a raid boss.

Johanna: I particularly enjoyed the change to Blessed HammerBlessed Hammer, always went for that talent even if it was considered subpar, now it is a solid one and overall I'm happy with how they treated her.

Muradin: He didn't need much work and they thought the same way, which was good. A bit sad you can't have both SkullcrackerSkullcracker and Give 'em the Axe!Give 'em the Axe! (with how they used to be) and they could really make wonders with Dwarf TossDwarf Toss and its associated talents imho but I still enjoy him greatly, pros outweigh the cons.

Tyrael: If anyone's been reading my posts carefully, he would have noticed a pattern; that I talked about 2 specific Heroes most of the time. Two Heroes I had level 10 complete with Master skin on 2 accounts (Europe and NA) with the old, painfully grindy system. He waited far too long to get a rework (others getting two or even three before him & being in a much better spot) being nerfed to oblivion in the meantime. When the rework finally came, I was left with a bittersweet taste. His tree became much better (it was tragic tbh), branching with many and interesting choices, new talents were nice (tho again fewer than I'd like) but the bad thing imho was that, it seemed like the devs still didn't really know what they wanted him to do and that reflected on the changes; jack-of-all-trades master of none. For the Archangel of Justice, I sure felt there was quite a bit of potential wasted tho at least he's much better than where he was left at. Hopefully they won't ruin him with constant nerfs again.

Jaina: The other of the aforementioned 2 and my waifu. Now, I've talked about her A LOT of times, I'll try to keep it laconic here. Pretty much same with Tyrael; her rework was EXTREMELY LONG OVERDUE, imho she was left to rot for an unfair amount of time after suffering a large amount of consecutive, unwarranted nerfs (while Chromie and others kept getting buffed). When the rework came, again, same with Tyrael. Difference being new talents were scarce (I believe they were just 2-3) and they didn't do much to alleviate most of her issues (giving her the range and/or radius increases baseline instead making Snow Crash baseline and reducing BlizzardBlizzard 's damage, so in most cases, it did much less damage than before) which made her subpar compared to most other mages who were considered dominant and for good reason (advantage in range, radius, cooldowns, mana cost etc). At least she's not in the same boat as she was and I'm grateful for that. Hopefully, she can get a bit more love.

Now, the issue with Chromie imho is not just how much damage she can do and from what range but also how frequently (cooldowns? mana costs? what are those?) and as some others pointed out, from out of vision range. Also, she breaks one of HotS' most core elements; by getting her talents not one, but 2 LEVELS EARLIER  (of the biggest reasons why I consider her broken) she openly defies the "there's no I in team" philosophy since there's no individual but team level. Even if her team isn't doing very well, she isn't much affected or taken back by it. Now, I really wanna know how the devs consider this "fair" and "balanced". In the patch where they made this change, the "reasoning" was 'we're confident we can add power that resonates with the Hero and fits with his fantasy" or something along those lines. Ok then, Kerrigan should shoot thunderbolts from her hands and telekinetically push/destroy other people and things.

Edited by SteveFrost
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28 minutes ago, SteveFrost said:

(Nova) still feels extremely one-dimensional and even Samuro makes for a better stealthy assassin imho.

The problem is that Nova's gameplay style is one-dimensional. That's a problem with her entire kit. She offers little beyond being annoying and poking you with snipes. Blizzard should take the Zul'jin route and rework her in a way that she is offered more talents that at least give her two routes: Basic Attack Damage or Ability Damage.

30 minutes ago, SteveFrost said:

(Tyrande) could use some light touches, hope the changes they have planned don't ruin her as a versatile character.

Tyrande is the polar opposite of Nova. Where Nova is one-dimensional, Tyrande does a lot of shit, but doesn't excel at any. Which is not bad, but I feel that they need to rework her in a way that offers her four paths: versatility, utility, damage, healing. That way you can either be a jack-of-all-trades and master of none, or focus on strenghting specific attributes and spells. Kinda like making her akin to Kharazim.

33 minutes ago, SteveFrost said:

Cho'gall: I think the changes really hurt him (big nerf) especially Gall

The nerfs hit Gall, really. Cho is a thousand times better than her was before. His Basic Attack Build becomes insanely strong in the mid-late game, making him a nasty and sturdy Bruiser. I wish they'd give Gall some buffs, because he is really shitty now, although has some neat talent combinations (Twilight NovaTwilight Nova + Leaden OrbLeaden Orb). But I think that if they reverted the nerf to Dread OrbDread Orb's radius he'd be more interesting to play.

39 minutes ago, SteveFrost said:

it seemed like the devs still didn't really know what they wanted (Tyrael) to do and that reflected on the changes; jack-of-all-trades master of none.

Yes, I believe he suffers a similar problem that of Tyrande. He has a diverse kit, which makes hard to balance without making him too OP. Maybe refining some talents to add him three separate routes similarly to what I suggested to Tyrande would work: utility, tanking and bruising.

____

Also, I'd like to talk about the Rexxar rework. While it made him a way more viable character than the piece of trash he was before, I still believe Blizzard could do so much more with him. Because, at least to me, he doesn't really fit with the "fantasy" of a Hunter. I made a whole post about what a cool rework for him could be in my "Heroes of the Brainstorm" thread, and even posted in the Official Forums, but I highly doubt it'll reach Blizzard.

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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.
    • By Staff
      Blizzard today released a new Heroes of the Storm patch and 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 Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. 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 not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. 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. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. 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. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. 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. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. 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. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. 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 now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. 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 not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. 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. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. 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. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. 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 now 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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