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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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      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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