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Heroes of the Storm PTR Patch Notes: Jul 30

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The Whitemane patch is now available for playtesting on PTR for one week. We've got a Chromie rework to reduce the frustration when playing against her as well as Stukov changes aimed at boosting his talent diversity.

The latest Heroes of the Storm content patch will go live next week and includes:

Blizzard LogoBlizzard (Source)

Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until August 6. 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.

GENERAL

  • Reduced the amount of bandwidth required to transfer gameplay information between the client and server.
  • Reduced the size of replay files.

NEW HERO: WHITEMANE

As the High Inquisitor of the Scarlet Crusade, Sally Whitemane zealously leads her champions in a never-ending war against the undead. Under her guiding Light, all who have been touched by the plague of death will be purged by her cleansing flame… no matter how much they protest.

Trait
  • Zeal
    • Whitemane’s Healing abilities apply Zeal for 8 seconds.
    • Allies with Zeal are healed for 100% of the damage Whitemane deals to Heroes.

Basic Abilities

  • Desperate Plea (Q)
    • Mana: 30
    • No cooldown
    • Heal an allied Hero for 145 and gain Desperation for 4 seconds.
    • Desperation increases Desperate Plea’s Mana cost by 60 and stacks up to 3 times.
  • Inquisition (W)
    • Channel on an enemy Hero for up to 3 seconds, dealing 53 damage every 0.5 seconds and slowing them by 30%
  • Searing Lash (E)
    • After 0.5 seconds, smite enemies in a straight line for 82 damage.
    • If the first strike hits an enemy Hero, a second strike will occur after a short delay.

Heroic Abilities

  • Scarlet Aegis (R)
    • Cooldown: 60 seconds
    • Bolster the spirits of nearby allied Heroes, healing them for 250 and granting them 40 Armor for 4 seconds.
  • Divine Reckoning (R)
    • Cooldown: 100 seconds
    • After a 1 second delay, consecrate an area for 4 seconds, dealing 50 damage every 0.5 seconds to enemies in the area.

ART

  • Hero, Skin, and Mount platforms in the Collections menus have received a visual update.

DESIGN

Summon Abilities

  • Summoned creatures (Zagara Roaches, Azmodan Demons, etc.) now deal ability damage which can be enhanced by the Hero’s Ability Power.
  • Summoned creatures now obey Blind and Evade rules.

HEROES

ASSASSIN

CHROMIE

Divider_Hero_Chromie_Crop.png
Stats
  • Basic Attack Range has been increased from 5.5 to 7

Abilities

  • Sand Blast (Q)
    • No longer gains bonus damage when hitting enemy Heroes
    • Range has been decreased from 17 to 15
    • Scaling damage increased from 2 to 4%
    • Echo scaling damage increased from 2 to 4%
    • Cast time decreased from 1 to .8 seconds
    • Mana cost decreased from 20 to 15
  • Past and Future Me (Sand Blast Quest)
    • Echo unlock requirements reduced from 60 to 50 Sand Blast hits
  • Dragon’s Breath (W)
    • Mana cost reduced from 70 to 50
    • Range decreased from 17 to 15
    • Dragon’s Breath’s ground splat is now visible to enemies .5 seconds after cast
    • Damage reduced from 480 to 360
    • Cooldown reduced from 12 to 9 seconds
  • Trait Addition: Bronze Talons
    • Hitting an enemy Hero with a Basic Ability increases the damage of Chromie’s next Basic Attack by 100%

Talents

  • Level 1
    • Mounting Sand (Q)
      • Additional Functionality:
        • Now also increases the damage of Sand Blast’s Echo by 40%
    • Timewalker’s Pursuit (Active)
      • Adjusted Functionality:
        • No longer grants Mana Regeneration per Regen Globe gathered. Now grants 1 extra Mana Regeneration on quest complete.
  • Level 2
    • Bronze Talons (Passive)
      • Removed
    • New Talent: Draconic Barrage (Trait)
      • Increase the bonus Basic Attack damage from casting Abilities by an additional 100%. Hitting an enemy Hero with Sand Blast grants 2 empowered Basic Attacks.
  • Level 5
    • Mobius Loop (W)
      • New functionality:
        • If an enemy Hero is hit by Dragon’s Breath, lower the cooldown by 2 seconds and refund the Mana cost
    • Chrono Sickness (E)
      • Slow amount reduced from 50 to 35%
  • Level 11
    • Time Out (Active)
      • Duration reduced from 7 to 5 seconds
  • Level 14
    • Fast Forward (Q)
      • Range requirement reduced from 75 to 70%
    • Quantum Overdrive (Active)
      • Ability Power bonus increased from 20 to 25%
Developer Comment: We’re making a few changes to Chromie to reduce the frustration when playing against her and to reduce her wide power variance between games. A number of these changes are designed to increase counter-play when playing against Chromie, like reducing her range on her abilities and letting enemies see Dragon’s Breath shortly after it has been cast. In exchange, Chromie’s Sand Blast has a shorter cast time, and she will now have a modified version of Bronze Talons baseline, where she can weave in auto-attacks for hitting enemy Heroes with her abilities. The reason we decided to give her the additional Bronze Talons trait is so that Chromie players are encouraged to interact more with their opponents. We’re rewarding them for getting into more dangerous positions with the possibility of increased damage output. This also lets us redistribute her damage away from her high burst, long range abilities, and more into something her opponents have a better opportunity to play around. We like Chromie’s unique place in our game as a long-range, artillery mage that requires enemies to pay attention to their positioning but over time we found that she simply had too much range and burst for players to feel like they had an engaging experience when playing against her. While we’ve had a blast with these changes, we’ll continue to keep an eye on her going forward and are prepared to make additional tweaks as needed.

SUPPORT

STUKOV

Divider_Hero_Stukov.png

Talents

  • Level 1
    • Low Blow (E)
      • Moved from Level 13
      • Bonus damage reduced from 150 to 100%
    • Poppin’ Pustules (D)
      • No longer has a Quest component
      • New functionality:
        • Detonating a Weighted Pustule within 1.5 seconds of it expiring increases its damage by 100% and applies its damage and slow in an area
      • Explosion radius reduced from 4.5 to 3.75
  • Level 4
    • Biotic Armor (Q)
      • Physical Armor reduced from 50 to 15
      • Now works on all targets that have Healing Pathogen
      • Additional Functionality:
        • Now also grants 50 Physical Armor for 2.5 seconds to targets who have Healing Pathogen when Bio-Kill Switch is detonated
    • Vigorous Reuptake (D)
      • No longer has a Quest component
      • New functionality:
        • Bio-Kill Switch’s healing is increased by 25% if 3 or more targets have Healing Pathogen on them when Bio-Kill Switch is detonated
  • Level 7
    • Within My Reach (E)
      • Removed
    • The Long Pitch (W)
      • Bonus range reduced from 100 to 50%
      • Additional functionality:
        • Detonating 2 or more Weighted Pustules with a single cast of Bio-Kill Switch causes the cooldowns of non-Heroic abilities to recharge 100% faster for 3 seconds.
    • Growing Infestation (E)
      • Moved from Level 1
      • No longer increases the cooldown of Lurking Arm
      • New functionality:
        • Now reduces Lurking Arm’s channel duration to 4 seconds
  • Level 13
    • It Hungers (E)
      • Moved from Level 7
      • New functionality:
        • Increase the range of Lurking Arm by 20%. If Lurking Arm hits enemy Heroes 15 times, reset its cooldown and refund its Mana cost
  • Level 20
    • Push Comes to Shove (R)
      • Speed bonus removed
      • Additional functionality:
        • After colliding with terrain, enemy Heroes are slowed by 50% for 4 seconds
    • Top Off (Q)
      • Moved from Level 4
      • Bonus healing reduced from 50% to 30%
      • Adjusted Functionality:
        • Increased healing is now applied to all targets that have Healing Pathogen
Developer Comment: In the same vein as our earlier changes to Kael’thas, we felt that Stukov could use some love in the talent diversity department. We’ve made a number of functionality changes that should open up new builds and play styles, particularly in his earlier talent tiers.

COLLECTION

New Bundles

  • The following new bundles are available for a limited time! Be sure to check out the latest In-Development blog for more details.
    • Bow Before Viper Bundle
    • Whitemane Heroic Bundle
    • Sidewinder Ana Skin Pack
    • Imperator Stukov Skin Pack
    • Deathfang Genji Skin Pack

New Announcers

  • Whitemane

New Skins

  • Whitemane
    • Scarlet Whitemane
    • Twilight Whitemane
    • Celestial Empress Whitemane
    • Galactic Empress Whitemane
    • Warpspace Empress Whitemane
  • Ana
    • Sidewinder Ana
    • Noxious Sidewinder Ana
    • Arctic Sidewinder Ana
  • Stukov
    • Imperator Stukov
    • Noxious Imperator Stukov
    • Arctic Imperator Stukov
  • Genji
    • Deathfang Genji
    • Noxious Deathfang Genji
    • Arctic Deathfang Genji
  • Muradin
    • Butterscotch Kandy King Muradin
    • Frosted Kandy King Muradin
  • Lunara
    • Emerald Lunara
  • Murky
    • Clownfish Murky
  • Chen
    • Pristine Chen
  • Chromie
    • Obsidian Chromie

New Mounts

  • Viper Dominator
    • Hazardous Viper Dominator
    • Noxious Viper Dominator

New Portraits, Sprays, and Emojis

  • Several new emoji packs and portraits have also been added to the game. You can get a look in our most recent In-Development blog.

BUG FIXES

General

  • Fixed a number of typo and tooltip errors across several aspects of the game.
  • Fixed an issue causing some abilities to repeatedly automatically cast if right-click was held.
  • Quick Cast: Fixed an issue causing some vector targeted abilities to behave as if quick cast was always enabled.

Sound

  • Increased the volume of Alarak’s announcer pack.

Art

  • Diablo: Fixed an issue with the geometry of Diablo’s tail.

Battlegrounds

  • Alterac Pass: Fixed an issue that could cause the Cavalry’s aura effect to fail to display on low settings.

Heroes, Abilities, and Talents

  • Hanzo: The Target Practice quest tracker will now differentiate between targets that have been hit 3 times and those who haven’t been hit at all.
  • Leoric: Fixed an issue causing the visual effect seen on Heroes affected by Ominous Wraith to fail to appear.
  • Lt. Morales: Healing Beam will no longer heal units affected by Time Stop.
  • Medivh: Medivh the Black’s raven has been updated to match the theme of the skin.
  • Medivh: Medivh can now be selected while in Raven Form when attempting to view his target info panel.
  • Medivh: Portal Mastery portals can now be affected by cooldown reduction.

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I have to say, I kinda like Stukov's changes, especially on lvl4, in spite of losing 30% range on Silence. And maybe Chromie would be banned less in lower brackets, though I wouldn't get my hopes up...
PS: Would it really kill them to give Plea, Penance and Atonement their normal names, though.

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Ouch, those Chromie changes gonna hurt a bit, though she is still viable. Perhaps more people will be able to play her, if she isn't as hated as now. Good thing Stukov finally received some tuning, since his talent path was pretty much locked into his "lurking arm build".

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As a Stukov main I just gotta say: RIP. Well, not so much, but it was more of a nerf than a buff.

Edited by Valhalen
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YES!!!!!! FINALLY!!!!!!! CHROMIE REWORK!!!!!!!!

As for Stukov, you gotta rely less on Lurking Arm now. Target Excision build with Virulent Reaction might be the new go-to build now. And what the hell are Blizzard thinking when they decided to move a trash Lv 4 talent to Lv 20 without any significant buffs/changes? 

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Cool, I liked both reworks. Even if she is still as tanky as wet paper, at least Chromie now has a way of damaging people too close too comfort or that keep dodging your Q and E. And Stkov's might seem like a nerf at first, but I believe it is so only to his main build (around Lurking ArmLurking Arm), and that his flexibility will more than make up to it. Specially interested in his new W synergies for a Weighted PustuleWeighted Pustule build.

@Edit: Ana and Genji's three tints got reddish skills. And why did only Ana get emotes to match her new skin? Specially since hers is epic, while Genji's and Stukov's are Legendary (source)

Edited by lChronosl

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It really seems like they just kinda don't want you to play lurking arm build on Stukov? I mean, weighted pustule builds are also good, but.. they kinda nerfed that too, by nerfing long pitch? Stukov kinda already had more playstyle and talent diversity than any other hero, and it really seems like they reduced that, which is the opposite of what they claim they were trying to do? I like the Biotic Armor change, but everything else seems kinda butts. Guess I'll have to try him out to see.

Edited by PrivateJoker
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18 minutes ago, PrivateJoker said:

It really seems like they just kinda don't want you to play lurking arm build on Stukov? I mean, weighted pustule builds are also good, but.. they kinda nerfed that too, by nerfing long pitch? Stukov kinda already had more playstyle and talent diversity than any other hero, and it really seems like they reduced that, which is the opposite of what they claim they were trying to do? I like the Biotic Armor change, but everything else seems kinda butts. Guess I'll have to try him out to see.

Exactly. Sure, Growing InfestationGrowing Infestation and Vigorous ReuptakeVigorous Reuptake were his two key talents you had to get, but the rest was pretty flexible as the situation demanded. I liked how they made Biotic ArmorBiotic Armor and Top OffTop Off affect all allies with Healing PathogenHealing Pathogen, but they pretty much destroyed his other talents. This was a very unnecessary rework that nerfed him to oblivion.

This is something that really tilts me. Instead of adressing the Heroes that really need some buffs, Blizzard just nerf the ones that are already good, while they leave overpowered Heroes untouched (Raynor, Yrel).

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14 minutes ago, Valhalen said:

Exactly. Sure, Growing InfestationGrowing Infestation and Vigorous ReuptakeVigorous Reuptake were his two key talents you had to get, but the rest was pretty flexible as the situation demanded. I liked how they made Biotic ArmorBiotic Armor and Top OffTop Off affect all allies with Healing PathogenHealing Pathogen, but they pretty much destroyed his other talents. This was a very unnecessary rework that nerfed him to oblivion.

This is something that really tilts me. Instead of adressing the Heroes that really need some buffs, Blizzard just nerf the ones that are already good, while they leave overpowered Heroes untouched (Raynor, Yrel).

See, even those 2 talents weren't givens for me. I pretty much always just took One Good Spread, and more often than not Pox Populi. But everything else was super felxible, especially level 1. Need more frontline damage? Poppin Pustules. Need more slows? Fetid Touch. Need more silences? Growing Infestation. Now it's all jumbled up, half the stuff that works with each other is moved to a new tier and nerfed. I mean, he'll probably still work, but I had at least 3 solid builds I would run on a regular basis. But he didn't have enough talent diversity? Bullshit. Like, I don't mean to whine and cry because "waah, i hate change!", but I really have to ask the question "Why?!" here.

Edited by PrivateJoker

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I like some of the new synergys available with this rework, and the changes to affect all allies infected by the patogen. The change of quest talent to conditions Vigorous Reuptake also doesn't seem like a problem. I haven't tried him yet, but it seems like it wasn't either buff or nerf. We have to wait and see.

But I agree completely that there are plenty of other heroes in dire need of a rework, that should get priority.

Edited by lChronosl

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I find it funny how they did a bit of Chromie talent change on lvl4 of Bronze Talons.

First let me preface this; When they do a rework I assume one of their goals is also to make/balance it so that the heroes chooses of talent for each tier is a viable (& meta) choice. I think we all assume this too, right?

So with that being said they, we know that Bronze Talons was picked WAY more then the other choices and you wanna change that. So they change it a bit and make it part of the base kit of the hero. Good change. Now that removes Bronze Talons from tier 2. And what do we get in place of it now that will balance out the choices at that tier so all 3 choices are viable picks...? ...Well we get a replacement that will again CLEARLY still be the goto talent picked FAR more then the other two choices in the exact same way as the former was. And, AND now the replacement is TWICE as powerful as the former talent!

Soooo... yeah... good job balancing that tier 2 talent choices on Chromie's rework there Blizzard... *rolls eyes*... Can't wait to see how they nerf/buff that one to try and fix that. I mean seriously. I toke one look at that and was dumbfounded by it.

Edited by CyberDVonaven

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What had they done to chromie?

no matter chromie or azmoddan, all hit area show out for opponent. Then still can hit people?

Now chromie almost same as azmoddan which have go front to hit then face those high mobile hero like genji, tracer illidian.

When you can attack them, they sure can go in attack you then flee away from your hit.

so what they want to chromie? as a long range artillery hero, it become medium range hero and have to hit those high mobile hero which can run from you aim.

time trap slow even nerf.  Less slow, less range, impact area show out, they want to chromie play like valla become basic attack dps ?

How chromie gonna hit those medic/ana and can heal from far away? with charge in then basic attack them in teamfight?

Last time chromie still can focus to hit those ana and medic in teamfight so that they can't keep healing their teammate without taking risk. Now with these, you better depend on genji trace illidian go in chase those ana and medic.

 

Last time they say they want to reward good chromie player so give them more dmg for each time they hit opponent. Now they want good chromie player become same level as rubbish chromie player? No reward of dmg when hitting opponent?

So what they eat from last year is nice and good and this year what they eat suddenly become rubbish.

They change moood even faster than those girls.

Edited by gerbercage
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8 hours ago, lChronosl said:

I haven't tried him yet, but it seems like it wasn't either buff or nerf. We have to wait and see.

I tried him. He is pretty darn weak now. And this comes from a level 104 Stukov main. Sad day for the Admiral. And now they try to compensate that with a skin? Give me a break.

I think Blizzard was trying to remove him and Malfurion from the top. But they could have instead buffed the other Supports that were in need.

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4 hours ago, Valhalen said:

I tried him. He is pretty darn weak now. And this comes from a level 104 Stukov main. Sad day for the Admiral. And now they try to compensate that with a skin? Give me a break.

Ok, I trust your experience here. But I still think his skill tree looks more interesting and "healthier", and the devs might only need to change some numbers around instead of reworking it again.

 

4 hours ago, Valhalen said:

I think Blizzard was trying to remove him and Malfurion from the top. But they could have instead buffed the other Supports that were in need.

I agree and agree. Even if I liked Stukov's rework and always hated Ice Block, the focus should be increasing the number of "viable" supports. I say they should at least roll back some of the changes from the Supportocalypse from last year, maybe the damage and waveclear nerfs?

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17 minutes ago, lChronosl said:

I agree and agree. Even if I liked Stukov's rework and always hated Ice Block, the focus should be increasing the number of "viable" supports. I say they should at least roll back some of the changes from the Supportocalypse from last year, maybe the damage and waveclear nerfs?

That would be great. Blizzard said they wanna make Supports more versatile in utility department instead of just focusing on raw healing.

Edited by Valhalen

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Just now, Valhalen said:

That would be great. Blizzard said they wanna make Supports more versatile in utility department instead of just focusing on raw healing.

That'd mean nerfhammer is about to hit Deckard. I mean, slow, powerful slow, root, healing reduction, displacement and an AoE 5-sec sleep? That's WAY too much stuffed into a single character, might as well redistribute some of it.

Edited by Teufel

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1 hour ago, Teufel said:

That'd mean nerfhammer is about to hit Deckard. I mean, slow, powerful slow, root, healing reduction, displacement and an AoE 5-sec sleep? That's WAY too much stuffed into a single character, might as well redistribute some of it.

He can't have all of that at the same time. His kit is on par with similar high tier Supports, and he was recently nerfed as well. His versatility is extremely good, but so is Malfurion's, and Stukov is getting something along the same path, but may need a numbers pass. His level 20 tier with the potions is the sleeper imo, it basically enables a lot of pressure enabled on a keep wall while the enemy is forced to react elsewhere on the map. His ult isn't quite as effective as that either, although it is still powerful and he is still a very strong Support in current meta, he isn't that far ahead of the field. 

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So I tried out Chromie last night. One key thing I didn't notice before about the new Bronze Talons Trait and the replacement Talent at Tier 2 was that they both only proc when you hit a Hero. Which makes a BIG difference from how I thought it was just auto after casting abilities. So it's not near as op as I thought or as it was before. And in seeing that in action I can also say that it makes the other two talents more viable then I previously had thought as well. It doesn't say the Dragon's Breath hit radius was reduced, but it feels like it was. So the wider radius at tier 2 on Dragon's Breath is more viable since you can see it coming now too. And you can definitely feel the difference is in Chromie's ranges now. And I mean that as a good thing for everyone else playing against her. So better changes then I thought :).

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7 hours ago, CyberDVonaven said:

So I tried out Chromie last night. One key thing I didn't notice before about the new Bronze Talons Trait and the replacement Talent at Tier 2 was that they both only proc when you hit a Hero. Which makes a BIG difference from how I thought it was just auto after casting abilities. So it's not near as op as I thought or as it was before. And in seeing that in action I can also say that it makes the other two talents more viable then I previously had thought as well. It doesn't say the Dragon's Breath hit radius was reduced, but it feels like it was. So the wider radius at tier 2 on Dragon's Breath is more viable since you can see it coming now too. And you can definitely feel the difference is in Chromie's ranges now. And I mean that as a good thing for everyone else playing against her. So better changes then I thought :).

No point when azmo and chromie hit can see by people.

chromie Q is too near, everyone can see where you aim and ppl can dodge it. Chromie W with indication same as azmo, do you think you able to hit those mobile hero like genji hanzo tracer?

Chromie suppose is a hero that keep giving pressure to opponent. For vs basic chromie player, it only force you to keep moving when fight so that you cannot get hit by her, you only get hit if you keep stand there do basic attack and use skill without moving. For vs Pro chromie player then it is abit challenging because a pro chromie player can aim and predict whether particular position gonna have someone coming in or not at that time. You not only get hit when stand for a period of time you also get hit even you moving. That is high reward for a good chromie player that can aim and predict opponent position correctly on particular time. (Not much chromie player can do this. Most only can hit people that stand without moving. Once you move, only a few chromie player can hit correctly on target. That is skill.

Chromie main function in match is heavy aim those support or mage that stay behind, not those tanker in front. A good chromie always aim for opponent backline so a good range for her is a must. With short range, she not able to hit those support and mage at all. The Q with short range can easily block and tank by tanker then W with indication can see and get away easily from those support and mage. So wasting Q and W with mana and you get nothing but once ppl charge in and get you, you die. You can't hit those with basic attack even range 7.  Dunno why still got people feel that chromie too powerful. In rank match, I seldom see people ban chromie, they ban genji, raynor, fenix, tracer, then some tanker, support and specilist depend on what map.

So far blizzard record for doing rework is make those hero lose their special things at all. Nerf those pusher ability, nerf those long range ability, nerf those high dmg ability, then flat all heroes same as each other so that ppl can feel that it is more "balance"

 

Chromie is a hero that need skill to become powerful. It is not like raynor which everyone also can use and still powerful like hell.

So skill hero should get high reward when play well rather than flat all which skill is no longer needed to play this game. Every hero that they rework currently move to this no skill path.

Azmo lose heavy push ability. Chromie lose nuke ability. Both lose good skill of aiming and timing ability while still facing high rate of charge mobile hero that get near them. 1 patch nerf chromie range & dmg and show indication while give nothing buff back to her at all. Expect chromie with basic attack that range 7 can go hit diablo, ktz, stitch, artanis,

 

Sylvanas push ability nerf.  They nerf so much on almost all specialist hero and now we get less and less specialist hero played in match, Then they nerf suport, say 2 support is meta. Then nerf invisible hero. Now also no much invisible hero in match. So every match we can mostly match to those few hero only. No much heroes can play and fun to play with this kind of trend. They still don't know why they losing players. Once a while, they got chance to win those Dota2 and LOL with their special and unique heroes and play style but now they lose their identity. They don't know whether should focus on high skill or casual so now high skill player feel boring while casual player also feel boring.

 

 

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Uncommon Patron

Seems like a Chromie nerf( I dearly hope is a nerf). But I don't know what to say about the increased aa range. Well, we will live and see.

Regarding Stukov I can say they nerfed him because he was banned almost always(same as Chromie). But I am neutral regarding him as I havent played against him in a long time.

I believe karazim should be buffed as his healing is a bit low and he has to risk his life to heal.

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On 7/30/2018 at 9:19 PM, Valhalen said:

while they leave overpowered Heroes untouched (Raynor, Yrel).

Raynor just got a rework, though he's not OP. Neither is Yrel.

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On 7/31/2018 at 11:32 PM, gerbercage said:

hromie Q is too near, everyone can see where you aim and ppl can dodge it

That's the entire point of the range nerf to Chromie. She should not be so far away that people are not able to see her or her abilities be going off. Just because you want super OP abilities cast from 50 miles away doesn't mean it makes for good game play.

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On 7/31/2018 at 11:32 PM, gerbercage said:

Sylvanas push ability nerf. 

What the hell are you even talking about? You sound like you're talking out of your ass quite frankly.

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12 hours ago, Myke said:

Raynor just got a rework, though he's not OP. Neither is Yrel.

Raynor not OP? "Just because you want super OP abilities that can chase people and free hit and auto heal doesn't mean it makes for good game play"

 

12 hours ago, Myke said:

That's the entire point of the range nerf to Chromie. She should not be so far away that people are not able to see her or her abilities be going off. Just because you want super OP abilities cast from 50 miles away doesn't mean it makes for good game play.

That is not the entire point of it. If everyone can see where she aim, she will waste all mana and deal 0 dmg in game. You can reduce her range if you make it 0 cast time. This is aim shot not target shot, you already got delay which chromie have to predict where to land dmg you still say overpower? You though everyone can play chromie so well? Chromie need skill to play that why there are always got good chromie player and bad chromie player. If she OP, then there will be no good and bad chromie player at all, all will be same level.

When facing good Chromie player, using skill and tactic you can kill the chromie or force her to leave the fight. Only those brainless player that don't know how to fight chromie will complain about her range. If you fell chromie OP, you can keep using it for 10 matches see you can win at least 6 match or not.

This hero already release for long time and until now people still don't know how to handle when vs her so far I never facing any problem or annoy when vs opponent chromie because I know her capabilities and how to deal with it. People keep stay at there and get hit sure say chromie overpower then say charge in got time trap. Even you can't see the time trap, but most of the time you can know where is it. It is so easy to clear time trap than abathur mine.

They will keep complain chromie until blizzard nerf her to 7 range of spell, no time trap, no bye bye, all can easily dodged her aimshot then later people will say why no one pick chromie. She is "Artillery  Mage" and very special and unique playstyle hero. Why you all pick hanzo, jaina, ktz, azmodan, kael instead of chromie?

12 hours ago, Myke said:

What the hell are you even talking about? You sound like you're talking out of your ass quite frankly.

You rest too long already? You still don't know sylvanas push ability had been nerfed?

Every specialist lose their special play style. Then unique hero lose their unique better make all same play style like raynor and valla. That will be more balance for whole game. No one long range, no one melee, no one mobile, just you hit me and I hit you, who launch the first hit who win. That is the balance you want.

 

Edited by gerbercage
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    • By Staff
      After weeks of PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes with all the changes!
      (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 Updates Shop Balance Update Bug Fixes General
      Basic, Cleave, and Splash Attacks will now function more consistently across all Heroes through various situations. Changes that may impact the balance of the Hero will be listed in the Balance section. Updated Homescreen and Startup Music. Return to Top
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    • By Staff
      Blizzard released a new Heroes of the Storm patch and here are the full patch notes with what's changed based on PTR testing.
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      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
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      Balance Update
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      Bug Fixes
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      Dragon Shire Fixed an issue that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issue that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issue that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issue that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away from a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Base Cataclysm [R] Fixed an issue that allowed Cataclysm to land Deathwing in unintended locations. Level 1 Molten Blood Fixed an issue that caused Molten Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. E.T.C. Base Face Melt [W] Fixed an issue that caused Face Melt to not knock targets away. Falstad Level 10 Mighty Gust Fixed an issue that caused Mighty Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Deflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Deflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chains' Armor reduction to apply to the Chain-link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Li-Ming Level 20 Repulsion Fixed an issue that caused Repulsion to not properly increase knockback speed. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 7 Skullcracker Fixed an issue that caused Skullcracker's bonus damage to be granted to other Muradins. Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Nova Level 20 Triple Tap Fixed an issue that allowed targets to disjoin Tripple Tap's missiles when teleporting less than 20 distance away. Fixed an issue that cased Triple Tap's target to be hit twice if they become targetable in the same instance the Triple Tap missile could hit them. Triple Tap missiles will no longer time out 3 seconds after firing. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. Sylvanas Level 7 Lost Soul Fixed an issue that caused Lost Soul to not activate when the triggering Basic Attack kills the target. Level 13 Remorseless Fixed an issue that caused Remorseless to not activate when the triggering Basic Attack kills the target. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Smite [E] Tooltip updated to include duration of the area granting Movement Speed. Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justice. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Zarya Level 10 Expulsion Zone Fixed an issue that caused Expulsion Zone to knock back further than intended. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Stan
      A new Heroes of the Storm patch is now available for playtesting on the PTR and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Knockback effects have been updated to be more consistent. Please check below for the Heroes that were affected. On death reveal duration on nearby units removed. Reduced the impact Roots have on knockback effects. Updated Homescreen and Startup Music. Return to Top
      Balance Update
      General
      The quest collection requirement for The Regeneration Master Talent has been reduced from 30 to 25. Heroes
      Alarak
      Base
      Basic Attack damage increased from 150 to 160. Lightning Surge [E] Healing increased from 70 to 75. Telekinesis [W] Knockback speed now slows down over the duration of the knockback. Push-to-point distance increased from 6.25 from where Telekinesis was targeted to 12.5. Talents
      Level 1 Overwhelming Power REWORK: Healing reduced from 50% to 15% of damage dealt. REWORK: Percent of damage converted to Healing is now increased by 50% of Sadism's bonus when attacking Heroes (For example: At 100% Sadism, this will be 65% of damage dealt). Level 7 Applied Force Now pushes targets 15% further. Level 20 Counter-Strike Talent Removed. Deadly Charge Talent Removed. Might of the Highlord NEW: Alarak gains access to his other Heroic which occupies the Trait slot. This also grants an ability to swap which slot each Heroic occupies. Wrath of the Highlord NEW: If Counter-Strike is Alarak's Heroic, Basic Abilities reduce its cooldown by 3 seconds for each enemy Hero they hit. NEW: If Deadly Charge is Alarak's Heroic, it reduces the Armor of enemy Heroes by 50 for 4 seconds. Auriel
      Talents
      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Explosion damage now only hits enemy Heroes and Summons. Is now a Level 4 Talent. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Is now a Level 7 Talent. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
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