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Chromie Rework Discussion

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As much as I love reworks I gotta say it’s annoying to think “Hmm I wonder who blizz is gonna change next” just to find out it’s a hero they had already reworked. Yeah shit is always changing. But maybe if you made some of the heroes that haven’t been touched since their release more viable you’d have actual counters for all types of heroes. 

 

Illidan still has Bolt.

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9 hours ago, Xaethron said:

As much as I love reworks I gotta say it’s annoying to think “Hmm I wonder who blizz is gonna change next” just to find out it’s a hero they had already reworked. Yeah shit is always changing. But maybe if you made some of the heroes that haven’t been touched since their release more viable you’d have actual counters for all types of heroes. 

 

Illidan still has Bolt.

I'd like to see Auriel get a rework, and by that I literally just mean Ressurection.  I mean, bringing a hero back, at half health, in a spot where he just died at FULL health, so he can give out his XP again. How does this in any way sound like a good idea?

Luckily it's a channel ability so the only time it actually ever get's used is when you're already snowballing and it's superfluous.

Compare with Aegis which protects an isolated hero (perhaps he got hooked, or dragged by Maeiv or Dahaka) which protects from damage, and provides space because the enemy team doesn't want to get caught in an explosion in the middle of a teamfight, and at Lvl20 it gives the guy a flat 75 armour.

 

I'd want it (ressurection) to have a longer range, or have them respawn where Auriel is at the least. Hell, you could just make it a passive that reduces respawn times by X and X is dependant on... how much hope she has? How much hope her halo'd hero generates? Something like that. Or make it not need channeling anything like that.

In general giving her a passive an extra effect where heroes respawn naturally where she is (unless they would respawn elsewhere, like Murky with his Egg) would be a really cool and unique gameplay concept for her.

Edited by Apologised
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Chromie is artillery, she is not normal mage hero. Her main point should be range which mean she should able to hit from far and also zone control. Although a lot of people feel that chromie range are quite long but chromie only safe when she hitting frontline tanker, if she want to dmg back line healer and attacker, she need to go front abit then that range already enough for most of enemy hero to CC or dmg her so her range only good in paper but not in real fight when you have to dmg opponent dmg dealer that stay at back.

If developer start reduce her range and give people vision on her Dragon Breath, they have to give her other thing.

Chromie is not as strong nor overpower as most of people think. They made her related to time so their idea are quite good as a good Chromie player you should able to "predict what happen after a few second" opponent coming movement, position then land the dmg on that area/location. Player have to think all possible things in later time whether they keep stay in this position for hitting or they gonna move and hit and move and where he/she gonna move.

Then her time trap is one of the defensive and also counter back to dive player.

If they don't want give her range and dmg, she become too weak as she only got "w" to hit creep and immortal/boss/merc.

There are a lot of hero and skill can counter chromie easily. (Counter not only mean in killing chromie but also heavy dmg that make her run from fighting position and area so that your team are save in that fighting location)

Alarak telekinesis with applied force is quite strong to counter chromie. Alarak move her to team and silence. Counter-Strike also very good vs chromie.

Genji "E" enough to make chromie run here run there or teleport back but a good chromie should able to stop that with good position of trap.

Guldan "E" and "Q". Especially "E" is quite heavy dmg to chromie.

Hanzo "Q" "W" "E" and both ulti also very effective to chromie. That "E" make time trap become useless which cause the chromie no more protection from diver.

Illidian Hunt enough to force she teleport back even you can't kill her on time.

Jaina Water Elemental. In teamfight if jaina using water elemental on chromie, keep chase her, chromie cannot do much in teamfight anymore. They need some dps help in clearing this first so temp you in 5vs3 or 5vs4 if their teammate not even help in hitting this.

Junkrat Tyre good in damaging chromie so that other can finish her.

Kael living bomb and pyro. Living bomb that cast on their teammate will mostly spread to her because most people will fall back when get caught. Pyro cannot kill chromie but can force her to teleport back.

KTZ chain and shadow fissure. KTZ can chain other first or spike then chain to chromie. Cast shadow fissure when you see chromie cast "W". You sure can hit her on that time.

Kerrigan ultralisk same as jaina water elemental, keep chasing chromie. Chromie cannot focus "Q" "W" when chase by something,

Raynor's Raiders same as those jaina and kerrigan, effective in chasing chromie and make her useless in middle of teamfight.

A good samuro can give a lot of problem to chromie. Bladestorm is very deadly as time trap can't even stop nor prevent this. Plus it is very hard to kill samuro when he get near you. Max you can W him 1 time only, no chance to "Q" before you die or teleport back.

Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him. Once he charge chromie and chain, chromie will die except someone save her on time. There is one way to stop butcher when you play chromie, compare to other melee diver which your chromie should put time trap in front of you so that when someone chase in, they will get trap and buy time for you to hit them and flee but for butcher, you should put time trap behind you a bit so that you can let him charge you first then quickly walk back. That time even he chain you but when he near your time trap, he also freeze on that time, then later you should have time to byebye.

Tracer not much problem in running and hitting chromie.

Valeera come out silence chromie and a few hits. Only trap can stop her. So depend on how good chromie putting trap.

Varian with early ulti, charge and taunt.

Zeratul also will kill her also force her teleport back.

Artanis swap her when she casting "w" that is the best time. Purifier beam very effective against her. Make she cannot stay and cast "Q" "W" at all and have to teleport back in middle of fight. If she decide to cast "W" when purifier beam hit her, she may die on that.

Chen's wandering Keg is deadly to chromie, you can't even byebye on time nor time trap can help you on that.

Diablo charge quite long range plus he is tanker and is very effective to counter chromie.

Dva can use boosters to knock chromie from doing dmg and defense matrix to reduce chromie dmg when chromie time loop someone.

Rexxar can use Misha chase chromie.

Stitch can hook her when she casting spell.

Tyreal can ulti charge in chromie.

Zarya shield can help a lot of protecting teammate and Graviton surge very good against chromie. Only byebye can let her get away.

Auriel's  crystal aegis is one of the best counter to chromie time loop.

Kharazim divine palm also counter time loop make you cannot kill someone with that.

Stukov lurking arm quite annoy to chromie. Either he cast when you casting "Q" "W" or when you need to byebye he silence on that time and make you die.

Tassadar reveal the trap make chromie less 1 defensive skill. Shield always make chromie cannot kill on time.

Tyrande either play sentinel or lunar flare(when quest completed) is very good against chromie. Sentinel always can hit due to chromie have to stay for a time when casting skill. Lunar flare when quest complete is long range enough to hit chromie. Plus if she shadowstalk, she can ambush chromie.

 

Uther divine shield good in protection someone from time loop or give them chance to chase in chromie.

Abathur if clone, he can keep chasing chromie and make her cannot cast "Q" "W" in middle of fight.

For specialist hero, most of them good in pushing lane so that is different to chromie. Both of them got own strength, chromie good in teamfight but poor in clear merc/minion wave while those specialist good in pushing. Nazeebo even can use ulti to chase chromie.

So far after I said so many heroes that can counter chromie effectively, there is still one hero that I not yet said. This one should be the top hero that counter chromie. It is azmodan. He not only good in pushing, but he also good in nuking chromie and that nuking is deadly to chromie. He got 1 of the longest skill shot range in game. Heavy dmg from time to time. His globe of annihilation is the best counter to chromie. After lvl 10 with black pool, no matter you go taste of blood or sieging wrath, you should able to take his 1/3 hp in 1 shot. That is enough to make her teleport back because with 2/3 hp left, most diver can kill chromie in time before she can byebye. If she still stay, your second shot can make her cry. Chromie cannot do much on azmodan shot plus those shot sometime even help teammate to clear your time trap which ready for diver to come in.

So I hope people can see more and understand more on that. Chromie got long range and escape ability but there are so many way to counter her.

Just need 1 hero focus on her in teamfight. Then either their teammate have to come back to save/protect her or they let she teleport back then become 5vs4.

 

Edited by gerbercage
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On 30 mai 2018 at 5:09 PM, Valhalen said:

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 am mostly convinced that you are mistaken. Zeratul takes the burst build and kills her especially if he attacks when she is casting Sand Blast.

 

 

9 hours ago, gerbercage said:


Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him.

 

Here we have an example of someone who didn't play Butcher vs Chromie and doesn't know the mechanics. Time stop stops EVERYTHING while Stasis lets your cooldowns continue plus some other things. Look in heroes of the storm gamepedia.

Edited by XeaKon

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Yeah, but most strategies @gerbercage wrote are valid. Also, I agree with everyone who posted that an annoying Chromie is only a good Chromie player. On most matches you just have to keep an eye on her most of the time, and react accordingly. That is not OP, that is what makes her unique. Also, plenty of times I managed to force a Chromie from a lane or objective by dodging and closing in on them, specially if they like to stay away from the team. And some players will even stop focusing you down by mid game if you keep dodging their Sand BlastSand Blast. What really makes her unique is her "smart" playstyle, forcing you to predict the enemy movement.

The only thing I really think they should change is her trait. Not only it is kinda stupid and against her whole "outsmarting people" kit, but it is also unfair in a team based game, like someone already said in this thread.

Edited by lChronosl

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6 hours ago, XeaKon said:

I am mostly convinced that you are mistaken. Zeratul takes the burst build and kills her especially if he attacks when she is casting Sand Blast.

 

 

9 hours ago, gerbercage said:


Butcher charge "E" and chain(Ulti) is deadly. His charge is unstoppable so time trap cannot stop him.

 

Here we have an example of someone who didn't play Butcher vs Chromie and doesn't know the mechanics. Time stop stops EVERYTHING while Stasis lets your cooldowns continue plus some other things. Look in heroes of the storm gamepedia.

You sure butcher charge can stop by time trap again?

Last time when they start release, chromie time trap can stop butcher charge, but later I don't know in what patch, they already change it so that time trap cannot stop butcher charge. Time trap can stop genji swift in, illidian hunt.... but cannot stop butcher charge.

I am lvl 80++ chromie player and I play chromie everyday but I not everyday got chance to face butcher as opponent. I remember the last time when I put time trap in front, he direct charge to me, walk pass thru the time trap and destroy it without freezing him at all.

Someone better confirm this.

 

 

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7 hours ago, gerbercage said:

You sure butcher charge can stop by time trap again?

Last time when they start release, chromie time trap can stop butcher charge, but later I don't know in what patch, they already change it so that time trap cannot stop butcher charge. Time trap can stop genji swift in, illidian hunt.... but cannot stop butcher charge.

I am lvl 80++ chromie player and I play chromie everyday but I not everyday got chance to face butcher as opponent. I remember the last time when I put time trap in front, he direct charge to me, walk pass thru the time trap and destroy it without freezing him at all.

Someone better confirm this.

 

 

As a Butcher main, I can be 100% sure to tell you that Time Trap CAN stop his charge. Not entirely end the charge, but delay it long enough to reposition yourself. This is one of the most frustrating experience I've ever have in this game. 

As for Chromie, I do think she's frustrating to play against, even if you're a good player, and I think these are the reasons:

- Time Trap is invisible. This is so fucking BS that you don't even know where she put this. (most Chromie will set it up before you even see her) And the fact that it can stop Unstoppable heroes (Butchet charge, Tyrael Judgement...) makes it uncounterable.

- Her range is really long, and you can't see her when she casts her Q if you don't have the vision. Even Hammer reveals herself when she attacks you. The fact that she can dish out an insane amount of burst damage 'out of vision' (this is the important part) is really frustrating to play against. 

- Her trait is one of the most broken things in the world. 

- She doesn't really need set-up. All she need is a stun/root/time trap, and she can delete anyone instantly. 

- The fact that she's both a 'poke' hero and a 'burst' hero is just ... I don't know. On top of that, she has by far the highest and fastest burst damage in the game. 

- Both of her heroics are really really BS, especially Slowing Sand. An infinite, large slowing zone is very non-interactive. It needs a maximum duration. 

You might find some of my points stupid or anything. I just throw out all my impressions on this hero. 

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25 minutes ago, ShadowerDerek said:

As a Butcher main, I can be 100% sure to tell you that Time Trap CAN stop his charge. Not entirely end the charge, but delay it long enough to reposition yourself. This is one of the most frustrating experience I've ever have in this game. 

Yes, Time TrapTime Trap will work on Ruthless OnslaughtRuthless Onslaught, but The Butcher will resume his charge once the effects worn off.

As a matter of fact, Time TrapTime Trap, alongside Maiev's Containment DiscContainment Disc, are the only crowd control in the game that works enemies under the effect of the "Unstoppable" status. However, Time TrapTime Trap can even stop Heroes in vehicles such as the Protector from Volkswagen Volskaya Foundry, the Garden Terror from Garden of Terror and the Dragon Knight from Dragon Shire.

Edited by Valhalen

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15 minutes ago, DimensionDerper said:

You know, I had a dream last night that they turned Chromie into a support. Long range burst healing anyone?

You mean Ana?

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8 hours ago, XeaKon said:

Don't forget Zeratul's Void Prison. All of them pause the hero.

Same with Devouring MawDevouring Maw. I could be wrong, but I think CocoonCocoon works this way too, but since I don't think it can target unstoppables, this will only happen when the target becomes unstoppable while it's in flight.

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On 5/30/2018 at 11:15 PM, Valhalen said:

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.

It's kinda hard to see how a Basic Attack build could work on Nova since she's ability-based (and she should be imho). One in the ChamberOne in the Chamber is a gem of a talent, I go for it 99,99% of the time but it is there purely to maximize your damage between ability casts (Crippling ShotCrippling Shot W + enhanced auto + SnipeSnipe + enhanced auto and pretty much every squishy is as good as dead if there isn't a way to save himself. Most of the time it's even overkill and it's enough to do the 3 steps). She does need some large scope work to alleviate her issues and given her popularity (you can easily measure that with the amount of skins she has and keeps getting) one can be hopeful (it can also mean they won't care so long she's selling ofc...). Maybe they can get some ideas from her Covert Ops mission packs.

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

 

As matters stand, it's much easier to contribute damage or utility wise than healing (Overflowing LightOverflowing Light is great but comes late). Being versatile is something core to her character imho, hope they preserve that one way or another. Your idea sounds pretty good.

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

 

Yeah, when I saw that talent synergy (particulary the Seared FleshSeared Flesh + Frenzied FistsFrenzied Fists) I was like "Dear Lord, is he actually allowed to have that? On his dash talents?" I tried it some games and it was complete bonkers. If he's able to get a good deal of aas after dashing, he can outdamage Gall by a whole lot. And the bonus attack speed also makes his self-sustain much better. And poor Gall could indeed use some love,  it feels like he doesn't do damage anymore unless Shadow Bolt VolleyShadow Bolt Volley is off cd (and he can aim it properly),

On 5/30/2018 at 11:15 PM, Valhalen said:

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.

I think the problem stems from his baseline kit not being very... "synergistic" with itself, it's kinda all over the place. Yes, it does feel characteristic of him and offers diverse build paths, but still, not as good as they could be imho. Something just feels.. amiss, off.

Also, in the list of heroes I forgot to mention Lunara since I play her too; tho I did write some stuff in her rework spotlight article (worried that the dot increase build path will become the dominant and strangle all others tho overall it seems very nice work). I may be forgetting others as well tho I believe I covered most if not all.

Edited by SteveFrost

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6 hours ago, SteveFrost said:

And poor Gall could indeed use some love,  it feels like he doesn't do damage anymore unless Shadow Bolt VolleyShadow Bolt Volley is off cd (and he can aim it properly),

Yeah, they reduced Gall to a heavy poke Hero with some utility talents in level 16 (ShadowsnareShadowsnareLeaden OrbLeaden Orb and Deafening BlastDeafening Blast), not to mention Eye of KilroggEye of Kilrogg for scouting. Sad, specially given how they drastically reduced the radius of Dread OrbDread Orb; I miss the Dread Shield talent, as well.

6 hours ago, SteveFrost said:

Something just feels.. amiss, off.

I think this is an issue with some of the older characters, as HotS was still in their baby steps and creating different and unique kits was something the team was still learning how to do. Some characters with good concepts but fundamentally flawed include Kerrigan, Tyrael and Chen, in my opinion; great ideas, but poor executions. The rework Tyrael got made him a LOT better, and I wish Kerrigan and Chen were to get the same treatment. Kerrigan's talent tree is starting to gather some nasty dust; she still has EnvenomEnvenom, for gods sake.

And I'm not gonna even start about the whole "Raynor and The Lost Vikings need a rework" because I'm tired of repeating myself, haha.

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I think Chromie's identity is on timing. She has to cast her spells earlier than other mage heroes to land the damages. So her spells are theoritically more difficult to get them effective without preparation. She has her tools to prepare her combos (time trap and both ultimates) and save her from hard engage, but it's quite limited against dive because she is very squishy and can't react instantly. In my opinion, people think Chromie frustrating because they don't know how to play against : dive her if possible, avoid her spells (looking at where she looks casting her Q : it often reveals where her W will land and you can avoid combo more easily) and don't waveclear without moving ! (better way to be killed by a combo out of vision). 

To conclude, I think reducing time cast of W and make it visible would ruin Chromie's strong identity on timing. She is a mage (of time), it is normal that her spells do great damages ! Nerfing her range on W could be an option but I don't think it's necessary, she could has a bit more health in compensation when doing so. 

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On 6/2/2018 at 7:45 AM, Valhalen said:

I think this is an issue with some of the older characters, as HotS was still in their baby steps and creating different and unique kits was something the team was still learning how to do. Some characters with good concepts but fundamentally flawed include Kerrigan, Tyrael and Chen, in my opinion; great ideas, but poor executions. The rework Tyrael got made him a LOT better, and I wish Kerrigan and Chen were to get the same treatment. Kerrigan's talent tree is starting to gather some nasty dust; she still has EnvenomEnvenom, for gods sake.

And I'm not gonna even start about the whole "Raynor and The Lost Vikings need a rework" because I'm tired of repeating myself, haha.

Yeah, I have talked about remnants like Envenom myself quite a bit, I'm sure many here are familiar with that teehee. Jimmy even has/had specialist talents like Bribe, for the love of God. Generally imho, the big SC trinity (Jimmy,Artanis,Kerri) are not in a good spot at all. Jimmy is a glorified lane minion (many, including the one appearing below have talked a lot about him), Sinatra for a warrior is severely lacking (due to trait he's  basic attack reliant which makes it so even blind can ruin him, Q can only do so much to reduce the cd) and even if they intended him as a bruiser he is again lacking. The mini-"rework" he had achieved next to nothing imho. Kerri just... :( (I LOVE the auto attack animation but that's basically it; such potential for her). They said she's on the list for the characters they want to update, let's see (but they also said no current plans for Sinatra...)

Edited by SteveFrost

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5 hours ago, SteveFrost said:

Yeah, I have talked about remnants like Envenom myself quite a bit, I'm sure many here are familiar with that teehee. Jimmy even has/had specialist talents like Bribe, for the love of God. Generally imho, the big SC trinity (Jimmy,Artanis,Kerri) are not in a good spot at all. Jimmy is a glorified lane minion (many, including the one appearing below have talked a lot about him), Sinatra for a warrior is severely lacking (due to trait he's  basic attack reliant which makes it so even blind can ruin him, Q can only do so much to reduce the cd) and even if they intended him as a bruiser he is again lacking. The mini-"rework" he had achieved next to nothing imho. Kerri just... ? (I LOVE the auto attack animation but that's basically it; such potential for her). They said she's on the list for the characters they want to update, let's see (but they also said no current plans for Sinatra...)

Raynor is in a very very niche position. He pretty much only works in Physical oriented teams. But it's really fun to melt Warriors faster than Tychus with his Basic Attack Build from a much safer distance.

It is also funny because Raynor, Kerrigan and Artanis have very synergetic kits and talents that makes great in the same team. Raynor alone greatly contributes to Artanis and Kerrigan's survivability and damage with InspireInspire.

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Raynor's last rework (whenever it was, I really don't remember) added some interesting talent ideas, such as Puttin' On a ClinicPuttin' On a Clinic and A Card to PlayA Card to Play, but they aren't really useful in real situations. But I had some fun times on Escape from Braxis and Deadman's Stand brawls with Puttin' On a ClinicPuttin' On a ClinicSteel ResolveSteel ResolveCluster RoundCluster Round.

Edited by lChronosl

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as someone already proposed : make her visible when she start casting

have her spells longuer cast time,

have her dragon breath available with a pool, charged with Q attack (like 3Q=1dragon), 3max

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On 6/3/2018 at 6:58 PM, Valhalen said:

Raynor is in a very very niche position. He pretty much only works in Physical oriented teams. But it's really fun to melt Warriors faster than Tychus with his Basic Attack Build from a much safer distance.

It is also funny because Raynor, Kerrigan and Artanis have very synergetic kits and talents that makes great in the same team. Raynor alone greatly contributes to Artanis and Kerrigan's survivability and damage with InspireInspire.

It's funny how Raynor is a great counter to Tracer (longer range, knockback etc) but you never see him picked; cause reasons.

Yeah, attack speed helps Kerri and Sinatra quite a bit, thing is I think the positioning of one or more should be sub-optimal in order to benefit (Jimmy not playing it as safe as he can for example and they don't have pretty good peel; Sinatra has something that classifies as "pseudo-cc" at best imho, while also potentially putting himself at risk, Kerri's combo is very strong in his own right but it either needs setup itself or some Korean-like mechanics). All 3 of them just feel very wronged currently for their name imho, hope this will be fixed.

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Hey there, long time chromie main. 

First of all: her W being invisible to the enemy is exactly what makes chromie chromie, and makes her different, from, say, kel thuzad.

Chromie role is the long-range, siege artillery. If you close her in, she can do very little. Here are a couple of suggestion to make playing with and against chromie a little bit tricky:

Trait: it's unfair, plain and simple. It turns games around, expecially at level 2 if your opponent managed to snatch a lead. 

Q: Honestly, it's frustrating to have almost pinpoint accuracy from range and 0 chances to hit in range. I would accept a shorter range in exchange for a shorter (even instand) casting time. Or we could get a baseline pierce, to let chromie contribute something to teamfights

Edit: a fun little idea would be to have chromie sandblast being delayed halfway: the first half of the lenght is at 50% dmg, with instant casting, then stops halfway for a short time to charge up, and goes to the normal 100%. This could provide both a close range way of damaging targets, a bigger opportunity window for opponent to reacts, and a way to keep her long siege abilities

W: make her W have a MINIMUM range. This way, positioning becomes important not only for your survival, but for your own dps.

E: imho, the most boring and sincerely random of her abilities. It can either do nothing or win a fight for you, and it's mostly dependant on luck.

Slowing sand: great for zoning, but niche and almost useless in any open map. SUGGESTION: Fuse E and Slowing Sand in a single target ult, which progressively slows a target, then Time Traps it for a brief time. This both fits her kit thematically and pratically: it's an ult which requires you to time your attacks and casts, provides a neat (if long-cd) defensive option, and can support your team for specific kills.

Time Loop: honestly, this is a make-or-break ult._It's way too easy to hit this if the opponent has no way of escaping, and too easy to evade if anyone can grant unstoppable. I would gladly see this ult being reworked or even removed, if it means chromie can get new avenues. 

Edited by Tauromania

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      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. 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
      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. 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: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. 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 210. 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 is now 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. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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