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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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      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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