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Raynor Rework Spotlight

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Blizzard today shared a video highlighting the long-awaited Raynor rework.

Raynor Rework Goals

  • Updated talent tree with new design philosophies.
  • Maintain focus on "auto-attack" builds.
  • Give more control of the base kit to the player.

Rework Highlights

  • Adrenaline RushAdrenaline Rush can now be activated. If he takes damage, the ability can be used to replenish Health.
  • When Raynor's RaidersRaynor's Raiders is selected, Jimmy summons a single banshee that will travel with him and engage nearby enemies. It's controllable and will continue to attack enemies that remain within range of Raynor.
  • Raynor has a new trait called "Acquire Weak Spot"
    • It maintains the range bonus from Advanced OpticsAdvanced Optics with additional functionality.
      • On every 4th shot, Raynor will do increased damage that will splash to all nearby enemies.
  • New Talents
    • Veteran Marskman (new Level 1 talent) in place of Seasoned MarksmanSeasoned Marksman.
      • Quest: Every time the primary target of Acquire Weak Spot is a Hero, permanently increase its damage bonus by 1%.
    • Unstable Compound (new Level 7 talent)
      • Increase the area of Acquire Weak Spot by 15%, and enemies hit by it are Slowed by 10% for 3 seconds.
    • Weak Spot Acquired (new Level 20 talent)
      • Enemy Heroes that are the primary target of Acquire Weak Spot have their Armor reduced by 25 for 2 seconds.

There’s a new sheriff in town! We’re implementing a series of significant talent and gameplay updates for Raynor with our next Heroes of the Storm patch. Watch this spotlight video to catch the highlights and a get a few tips.

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Can't believe, we've lived to see it!

 

Although it seems he still might have rather low talent flexibility. Veteran Marksman looks like best talent on level 1, almost mandatory. 

Edited by Arcling
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10 minutes ago, Arcling said:

Can't believe, we've lived to see it!

 

Although it seems he still might have rather low talent flexibility. Veteran Marksman looks like best talent on level 1, almost mandatory. 

I think we'll find out when we see how they rearranged his talent tree.

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29 minutes ago, FunnyGinMan said:

I think we'll find out when we see how they rearranged his talent tree.

https://www.invenglobal.com/articles/5474/azmodan-and-raynor-full-reworked-talents-and-abilities

Here is a list of all Raynor and Azmodan talents. His other level 1 talents are more situational, not sure about others, but perhaps maxing damage output from his trait might be the way to go.

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Guys, it is really happening! Curious the Raynor rework, an meme topic, is announced on the same day we get to now the new animal in killing machine on Overwatch.

His rework seems quite interesting. If the Banshee is a "misha-like" companion, it is going to be my heroic of choice from now.

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Where is Q build? Who cares of auto attack when there are Sgt. Hammer and Tracer that are more than enough to cover all auto attack needings excluding melee heroes.

Raynor auto attacks are useless since he hasn't the damage and range of Hammer or the mobility of Tracer (and the ability to attack while moving).

I really hope he has some sort of Q build or they really shoulda leave him as he is. The only good thing I've seen is finally the ability to activate E being baseline

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16 minutes ago, Hanz39 said:

Where is Q build? Who cares of auto attack when there are Sgt. Hammer and Tracer that are more than enough to cover all auto attack needings excluding melee heroes.

Raynor auto attacks are useless since he hasn't the damage and range of Hammer or the mobility of Tracer (and the ability to attack while moving).

I really hope he has some sort of Q build or they really shoulda leave him as he is. The only good thing I've seen is finally the ability to activate E being baseline

Take a look on his full talent tree (as it was posted on a previous post). He has plenty of interesting talents to buff and give extra effects to his AA. And he does have some cool talents for his Q, with a possible decent Q build.

But looking at some of his trait talents, I think his AA build will be the default. Not to mention some synergies, such as slow on Q by default, a 35% damage increase against slowed heroes on lvl 1 and a talent to slow heroes for 3s with AAs on lvl 7.

Edited by lChronosl

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13 minutes ago, lChronosl said:

Take a look on his full talent tree (as it was posted on a previous post). He has plenty of interesting talents to buff and give extra effects to his AA. And he does have some cool talents for his Q, with a possible decent Q build.

But looking at some of his trait talents, I think his AA build will be the default. Not to mention some synergies, such as slow on Q by default, a 35% damage increase against slowed heroes on lvl 1 and a talent to slow heroes for 3s with AAs on lvl 7.

Link is broken, If someone has the talent tree can copy it?

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Raynor new talent tree:

Spoiler

RAYNOR
 

Stats

o   Health from 1302 to 1450

o   Regen from 2.71 -> 3.02

o   Damage from 122 to 92

o   Base range set to 6.5 (no longer trait driven)

o   Scaling from 4 to 5%
 

Abilities

(New) Acquire Weak Point (Trait):

o    Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

 

Penetrating Round (Q):

o    Damage from 240 to 220

o    Mana cost from 60 to 50

o    New functionality:

o   Slows enemies movement speed by 20% for 2 seconds

o    Knockback range is dependent on proximity to Raynor
 

Inspire (W):

   Cooldown from 10 to 12 seconds.

o    New functionality: Reset your Basic Attack. You and all nearby Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds.

 Adrenaline Rush (E):

o    Cooldown from 30 to 45 seconds

o   Mana cost from 0 to 75

o     New functionality:  Heal for 25% of your max Health over 1 second. Basic Attacks lower this cooldown by .5 second (double vs. Heroes)
 

Raynor’s Raider (R2):

o    Health from 766 to 1000

o    Damage from 31 to 24

o    Attacks per Second from 0.8 to 2

o    New functionality:  Raynor gains a Banshee that flies by his side and auto-acquires his Basic Attack target. The Banshee can be killed which will start a 45-second cd before another is called down

o    They gain 75 HPS when out of combat for 4 seconds



Talents
 

 

Level 1

o     Seasoned Marksman: Removed

o    Scouting Drone: Removed

o     (New) Veteran Marksman (Trait): Quest: If an enemy Hero is hit with the empowered Acquire Weak Point attack, increase the bonus damage of Acquire Weak Spot by 0.75%

o    (New) Ace In The Hole (Passive):  You deal 35% more damage to enemy Heroes that are slowed or stunned

o  (New) Exterminator (Passive): Increase your Basic Attack damage against Minions, Mercenaries

and Monsters by 50%. Increase this bonus to 100% if Inspire is active



Level 4
 

o    Focused Attack: Removed
 

o    Vigorous Assault:  Removed
 

o    Confident Aim: Removed
 

o    Relentless Leader:  Removed
 

o    Fight Or Flight (E): ( Moved from Level 7)
 New functionality: Lower the cooldown of Adrenaline Rush by 10 seconds. Activating it grants 25 Armor for 4 seconds
 

o    (New) Behemoth Armor (Trait): Quest: Gain 250 Health. Increase this by 5 every time you hit a Hero with Acquire Weak Spot
 

o    (New) Sustaining Rounds (Trait): Acquire Weak Spot attacks heal for 3% of your max health. This is increased to 6% against Heroes



Level 7

o   Hamstring Shot:  Removed
 

o   Revolution Overdrive:  Removed
 

o   Puttin’ On A Clinic: Removed
 

o   (New) Heavy Slugs (Active):  Activate: Your next Penetrating Round has 30% increased range and increases the slow duration of Penetrating Round by 200% (30 second CD)
 

o     (New) Fuel The Rush (W/E): While Inspire is active, increase Adrenaline Rush's cooldown bonus from Basic Attacks by 200%
 

o    (New) Unstable Compound (Trait): Increase the area of effect of Acquire Weak Point by 15%. Enemies hit by it are slowed by 10% for 3 seconds

 



Level 13

o    Giant Killer: Removed
 

o    Double-Barreled: Removed
 

o   Steel Resolve:  Removed
 

o    (New) Debilitating Rounds (Q/W): Decrease the cooldown of Penetrating Round by 3 seconds. While Inspire is active, the slow amount is increased by 100%
 

o    (New) Rallying Cry (W): Increase the duration of Inspire by 1 second. All nearby Heroes gain 10% movement and attack speed for the duration.
 

o    (New) Giddy-Up (W): Gain 10% movement and Mount Speed permanently. Increase Inspire’s Movement Speed bonus to 20%.



Level 16

o    Executioner: Removed 
 

o    Cluster Round: Removed
 

o    Bullseye: Removed
 

o    Give Me More (E): (Moved from Level 1) New functionality: Increase the heal amount from Adrenaline rush by 50% and gain 1 additional attack range while Inspire is active
 

o    (New) Bounty Hunter (Active): Acquire Weak Spot attacks that hit a Hero deal an additional 3% of a Heroes max health and grant you 10 Armor for 3 seconds. Activate: Your next Basic Attack is empowered with Acquire Weak Spot (40 second CD)
 

o   (New) Paint Them Red (Q): Increase the damage of Penetrating Round by 50%. Heal for 100% of the damage it deals to Heroes



Level 20

o   Scorched earth: Removed
 

o   A Card To Play: Removed
 

o    Nexus Frenzy: Removed
 

(New) Indomitable Resolve (R1):  Acquire Weak Spot attacks against Heroes lower the cooldown of Hyperion by 5 seconds. Casting Inspire grants 2 seconds of Unstoppable.
 

  (New) Dusk Wing (R2): Banshee Health, Damage, and leash range are increased by 100%. When killed, Inspire and Adrenaline Rush are activated for free.
 

o   (New) Weak Spot Acquired (Trait): The primary target of your Acquire Weak Spot loses 25 Armor for 2 seconds
 

o    (New) Execute (Passive): Increase your attack speed by 20%. Your Basic Attack damage is increased by 25% against targets below 50% Health

Source

Edited by lChronosl
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Thanks to lChronosl for posting what shoulda have been posted in the first post to make us understand in what the rework consist.

That said seems the whole rework is all around the new trait which looks like pretty bad, they even lowered his auto attack damage by a 33% baseline making it a contradiction with the whole thing... if they wanna us build on AA but AA is weaker what's the point to begin with? And they removed the double Q at 13 making the Q build worse either than what is now since it's damage is reduced also.

The only thing than seem to be carved in the stone it's the R since the new one is much better than what he ever had since Hyperion is useful only against buildings (aka push core) and the old banshees were easy to destroy and not respawn like this one.

If you ever picked Anub lv 20 R it's more or less the same thing and at least on Anub is very strong and even if his can be destroyed Raynor gets it at 10.

I really doubt he ends to be strong and for sure won't be any closer to when he had a DOUBLE 2 second stun that made him dominate the game dictating the meta.

Bullseye was his strongest talent in his whole kit by removing it they shoulda compensate with something worthing that loss but honestly what they give him are talents he already has like the slow on Q is lv 7 Hamstring Shot that even if isn't baseline don't make you lose Bullseye at 16.

 Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

Analizing this means you get a free attack every 4 on the target and a 50% of a single attack in a small area that is pratically nothing considering how low Raynor atk is and aside against minions it has no usefulness since if there are 3 or more enemies in the same point means you are in trouble not that you shoulda atk them with AA but push them away with Q and start run.

By the way if someone noticed this is more or less a copy paste of Samuro Critical StrikeCritical Strike put on a ranged hero but a lot weaker.

Samuro attack speed is a lot higher like Raynor with a permanent W active and Samuro is much harder to kill than Raynor so he actually has the time to deliver AA.

Will a weaker but ranged Samuro be playable? For sure not for me but someone will like him.

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10 hours ago, Hanz39 said:

Thanks to lChronosl for posting what shoulda have been posted in the first post to make us understand in what the rework consist.

That said seems the whole rework is all around the new trait which looks like pretty bad, they even lowered his auto attack damage by a 33% baseline making it a contradiction with the whole thing... if they wanna us build on AA but AA is weaker what's the point to begin with? And they removed the double Q at 13 making the Q build worse either than what is now since it's damage is reduced also.

The only thing than seem to be carved in the stone it's the R since the new one is much better than what he ever had since Hyperion is useful only against buildings (aka push core) and the old banshees were easy to destroy and not respawn like this one.

If you ever picked Anub lv 20 R it's more or less the same thing and at least on Anub is very strong and even if his can be destroyed Raynor gets it at 10.

I really doubt he ends to be strong and for sure won't be any closer to when he had a DOUBLE 2 second stun that made him dominate the game dictating the meta.

Bullseye was his strongest talent in his whole kit by removing it they shoulda compensate with something worthing that loss but honestly what they give him are talents he already has like the slow on Q is lv 7 Hamstring Shot that even if isn't baseline don't make you lose Bullseye at 16.

 Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

Analizing this means you get a free attack every 4 on the target and a 50% of a single attack in a small area that is pratically nothing considering how low Raynor atk is and aside against minions it has no usefulness since if there are 3 or more enemies in the same point means you are in trouble not that you shoulda atk them with AA but push them away with Q and start run.

By the way if someone noticed this is more or less a copy paste of Samuro Critical StrikeCritical Strike put on a ranged hero but a lot weaker.

Samuro attack speed is a lot higher like Raynor with a permanent W active and Samuro is much harder to kill than Raynor so he actually has the time to deliver AA.

Will a weaker but ranged Samuro be playable? For sure not for me but someone will like him.

1. Stan probably didn’t have a link to the new talents, it happens, the posted in the comments was broken because it was removed from the site, would you have complained if he used that? Having said that thank you IChronosl.

2. You’re right but to be fair Raynor’s damage was already good, they didn’t want to buff his damage directly. Obviously it’s not quite that simple but yea... Raynor got the Hammer treatment. Insert Trait, now make everything rely on said trait. They removed Giant killer to give one that triggers on his trait for example. Q build is bad though and it is now more useful baseline than before. Yes they removed a talent, now find a new one.

3. Agreed. New banshee seems cool. I don’t know if it’s better though, old banshee did more damage, if the old 2 always died quickly, why won’t the 1?

4. Raynor never dominated the meta.

5. I admit, losing the stun for the other choices might be a bummer, But at least the ASSASSIN has a talent for damage here. Again, they reworked him, don’t just look at what he lost vs gained in a direct comparison. W increases move speed baseline. That’s a big deal.

Anyway, Bounty Hunter looks like a good bit of burst if you’ve already stacked trait prefight.

6. This is not a copy paste of Samuro. That’s just not a fair comparison. One of them stands on its own and only gets one talent at level 4 and the other is a gimmick with tons of talents. ?In all seriousness though the fact that Raynor’s ranged completely changes how you’ll use it. I’d be more inclined to think about Raynor as a weakened version if he was also melee.

Ill play Jimmy now despite some of the things I said. He’s got some interesting new options to check out at least.

Edited by Warper
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There are some differences between Ichronosi's talents and what it is said in the video. Did they already changed the stats ?

And wow... reworking Raynor !

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er MAH GUERRRRRRRRRRRRRRRRRRD IS IT HAPPENING? IS IT REALLY HAPPENING?

giphy.gif

 

 

He'll actually have a trait now. And his tree won't be full of generic (specialist even!) talents but will offer meaningful and diverse choices.

Blizz making it so one of their most iconic characters isn't just a meme anymore- took them "some" time but they're finally doing it. I'm shoockedth.

Time to give'em some pepper, fill'em full of daylight and offer ma condolences all over again. This is (actually going to be) Jimmy!

P.S. I like how they secretly sneaked it together with Azmo rework which you already knew it was coming.

Edited by SteveFrost
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      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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