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Heroes of the Storm Balance Update: September 19th

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35003-balance-update-patch-notes-dec-20.

 A new balance patch will go live this week and here are the official patch notes a few days ahead of release. 

Tomorrow, Mephisto will be live for two weeks and that means we're getting a balance update. This week's patch includes buffs to Chromie's Health and Dragon's BreathDragon's Breath, adjustments to Falstad's Mana costs, cooldowns, and more. 

Blizzard LogoBlizzard (Source)

We’ve just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.

Battlegrounds

Hanamura Temple

  • Sentinel and Engineer camps have had their XP and XP scaling values adjusted to grant more overall experience
  • Recon camps have had their kill and capture XP adjusted to grant slight less overall experience
  • NOTE: These changes are intended to slightly increase the amount of overall experience available from mercenary camps, but in a more consistent spread.

Heroes

Assassin

Chromie

Divider_Hero_Chromie_Crop.png

Stats

  • Base Maximum Health increased from 1323 to 1390
  • Health Regen increased from 2.76 to 2.9

Abilities

  • Dragon's BreathDragon's Breath (W)
    • Cooldown reduced from 9 to 8 seconds
  • Bronze Talons (TimewalkerTimewalker Passive) (Trait)
    • Bonus attack damage increased from 125 to 140%

Talents

  • Level 1
    • Mounting SandMounting Sand (Q)
      • Bonus Echo damage increased from 40 to 50%
    • Deep BreathingDeep Breathing (W)
      • Damage per quest stack increased from 3 to 5
      • Hits required to complete quest reduced from 20 to 12
  • Level 5
    • Mobius LoopMobius Loop (W)
      • Cooldown reduction for Hero hit increased from 2 to 3 seconds
      • Mana refund from Hero hit increased from 50 to 100

Falstad

Divider_Hero_Falstad_Crop.png

Abilities

  • HammerangHammerang (Q)
    • Mana cost reduced from 70 to 60
  • Lightning RodLightning Rod (W)
    • Cooldown reduced from 15 to 13 seconds
    • Mana cost reduced from 70 to 60
  • Barrel RollBarrel Roll (E)
    • Cooldown reduced from 14 to 13 seconds
    • Mana cost reduced from 75 to 70
  • FlightFlight (Z)
    • Cooldown increased from 55 to 60 seconds

Fenix

divider_hero_Fenix.png

Abilities

  • Purification SalvoPurification Salvo (R)
    • Cooldown increased from 75 to 90 seconds

Genji

Divider_Hero_Genji.png

Abilities

  • Swift StrikeSwift Strike (E)
    • Damage reduced from 205 to 190

Mephisto

Divider_Hero_Mephisto_crop.png

Abilities

  • Lightning NovaLightning Nova (W)
    • Damage reduced from 48 to 45
    • Damage bonus reduced from 4% to 3%
    • Maximum damage bonus reduced from 40 to 30%
  • Consume SoulsConsume Souls (R)
    • Slow amount reduced from 40 to 25%
  • Durance of HateDurance of Hate (R)
    • Missile Speed increased by 25%
    • Ability range increased by 25%
    • Root duration increased from 2 to 2.5 seconds
    • Damage increased from 160 to 250 over its duration

Talents

  • Level 1
    • Unyielding PowerUnyielding Power (Q)
      • Damage bonus upon hitting 20 Heroes increased from 60 to 100
    • AngerAnger (Passive)
      • Basic Ability cooldown reduction from Basic Attacking Heroes increased from .75 to 1 second
  • Level 4
    • Static BarrierStatic Barrier (W)
      • Shield amount reduced from 50% to 40% of Lightning Nova’s damage dealt to Heroes
  • Level 16
    • Lightning ReactionLightning Reaction (Q)
      • Damage reduced from 144 to 138
    • Static FieldStatic Field (W)
      • Damage reduced from 12% to 10% of enemies maximum Health
  • Level 20
    • Shade LordShade Lord (E)
      • Cooldown reduced from 60 to 40 seconds
Developer Comment: Mephisto is certainly making an impact on the Nexus. He's been on the higher end of Hero winrates and, judging from how players with a lot of games are performing with him, we expect that he will continue to rise as players gain experience. Our goal with these changes is to bring his overall damage down, balance out a few of the Talent tiers performance, and increase the consistency of Durance of HateDurance of Hate.

Nova

Divider_Hero_Nova_Crop.png

Talents

  • Level 1
    • Advanced CloakingAdvanced Cloaking (Trait)
      • Movement speed bonus increased from 5 to 10%
  • Level 7
    • Perfect ShotPerfect Shot (Q)
      • Cooldown reduction on Hero hit increased from 3 to 4 seconds
  • Level 16
    • Explosive RoundExplosive Round (Q)
      • Area of effect damage increased from 70 to 80%

Raynor

Divider_Hero_Raynor_Crop.png

Stats

  • Basic Attack Damage reduced from 103 to 101

Specialist

Sgt. Hammer

Divider_Hero_SgtHammer_Crop.png

Abilities

  • Neosteel PlatingNeosteel Plating (E)
    • Cooldown increased from 12 to 16 seconds

Talents

  • Level 4
    • Siege TacticsSiege Tactics (E)
      • Shifting out of Siege Mode now removes the Unstoppable effect.

Support

Deckard

divider_hero_deckard.png

Talents

  • Level 4
    • Potion of ShieldingPotion of Shielding (Q)
      • Shield amount reduced from 135 to 122
  • Level 13
    • Ancient BlessingsAncient Blessings (Trait)
      • Cooldown increased from 30 to 60 seconds

Tyrande

Divider_Hero_Tyrande_Crop.png

Stats

  • Light of EluneLight of Elune (Q)
    • Mana cost increased from 10 to 15
    • Heal amount reduced from 275 to 265
  • ShadowstalkShadowstalk (R)
    • Heal amount reduced from 40 to 38

Talents

  • Level 4
    • Lunar BlazeLunar Blaze (E)
      • Bonus range from reduced 50 to 40%
    • Trueshot AuraTrueshot Aura (Active)
      • Bonus Basic Attack damage reduced from 20 to 15%
      • Activated Basic Attack damage reduced from 20 to 15%
  • Level 7
    • Elune's ChosenElune's Chosenn (Active)
      • Duration reduced from 10 to 8 seconds
  • Level 13
    • Quickening BlessingQuickening Blessing (Q)
      • Movement Speed granted from Light of Elune reduced from 20 to 15%
  • Level 16
    • Darnassian ArcheryDarnassian Archery (Active)
      • Duration reduced from 8 to 6 seconds

Whitemane

Divider_Hero_Whitemane_crop.png

Abilities

  • Desperate PleaDesperate Plea (Q)
    • Heal amount reduced from 145 to 140
  • Searing LashSearing Lash (E)
    • Cooldown increased from 5 to 6 seconds

Talents

  • Level 1
    • Righteous FlameRighteous Flame (E)
      • Bonus damage increased from 50 to 75%
  • Level 4
    • IndulgenceIndulgence (E)
      • Mana return on hit increased from 10/25 to 20/40

Warrior

Anub'arak

Divider_Hero_Anubarak_crop.png

Abilities

  • Harden CarapaceHarden Carapace (W)
    • Cooldown reduced from 7 to 6 seconds

Arthas

Divider_Hero_Arthas_crop.png

Stats

  • Base Maximum Health increased from 2650 to 2782
  • Health Regeneration increased from 5.52 to 5.80

Abilities

  • Frostmourne HungersFrostmourne Hungerss (Trait)
    • Cooldown reduced from 12 to 10 seconds

Blaze

Divider_Hero_Blaze.png

Stats

  • Base Maximum Health increased from 2775 to 2900
  • Health Regeneration increased from 5.78 to 6.04

Abilities

  • Flame StreamFlame Stream (Q)
    • Mana cost increased from 25 to 30
  • Oil SpillOil Spill (W)
    • Mana cost increased from 40 to 50
  • Jet PropulsionJet Propulsion (E)
    • Cooldown reduced from 12 to 10 seconds
  • Bunker DropBunker Drop (R)
    • Flamethrower damage reduced from 179 to 170
    • Cooldown increased from 60 to 80 seconds
    • Mana cost increased from 40 to 80
  • CombustionCombustion (R)
    • Damage increased from 52 to 55
    • Self-Slow amount decreased from 50 to 40%

Talents

  • Level 1
    • Endurance StimpackEndurance Stimpack (Active)
      • Shield amount increased from 450 to 480
    • Neural StimpackNeural Stimpack (Active)
      • Mana restoration reduced from 50 to 30
    • New HabitsNew Habits (Trait)
      • Regeneration Globe collection cooldown reduction increased from 5 to 8 seconds
  • Level 13
    • Nanomachine CoatingNanomachine Coating (W)
      • Attack Speed slow increased from 40 to 50%
  • Level 16
    • Thermal ProtectionThermal Protection (E)
      • Cooldown reduction decreased from 2 to 1.5 seconds
    Developer Comment: Blaze is performing very well in professional play but is currently our lowest winning Warrior in the game. To balance his effectiveness in the pro scene, we’re increasing the cooldown and lowering the effectiveness of Bunker DropBunker Drop. His laning phase is also not as interactive as we’d like it to be, so we’re increasing the Mana costs of his abilities to reduce his perpetual wave clear and sustain in the early phases of the game. In exchange for these nerfs, we’re giving him some base survivability buffs, reducing the cooldown of Jet PropulsionJet Propulsion, and improving some of his talents.

    E.T.C

    Divider_Hero_ETC_Crop.png

    Stats

    • Base Maximum Health increased from 2180 to 2250
    • Health Regeneration increased from 4.54 to 4.69
     

    Tyrael

    Divider_Hero_Tyrael_Crop.png

    Stats

    • Health increased from 2468 to 2517
    • Health Regeneration increased from 5.14 to 5.24

    Abilities

    • RighteousnessRighteousness (W)
      • Cooldown decreased from 10 to 9 seconds
      • Mana cost reduced from 50 to 45

    Yrel

    divider_hero_Yrel.png

    Abilities

    • VindicationVindication (Q)
      • Mana cost increased from 50 to 65
    • Righteous HammerRighteous Hammer (W)
      • Mana cost increased from 50 to 65
    • Avenging WrathAvenging Wrath (E)
      • Mana cost increased from 50 to 65

    Bug Fixes

    General

    • Tyrande: Fixed an issue preventing the cooldown for the RangerRanger talent from appearing in the tooltip.

    Heroes, Abilities, and Talents

    • Li Ming: Fixed an issue that could cause DisintegrateDisintegrate to cast immediately and become uncontrollable if Li Ming’s abilities were reset with specific quick cast settings.
    • Tyrande: Fixed an issue preventing damage dealt to targets with Hunter's MarkHunter's Mark from splashing to Laning Mercenaries after learning the Huntress' FuryHuntress' Fury talent.
    • Tyrande: Fixed an issue allowing ShadowstalkShadowstalk to affect players in vehicles. (Garden Terror, Dragon Knight, etc)
    • Like 1

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    58 minutes ago, Dejo93 said:

    Whitemane nerf and tank buffs ?

    I don't know if I'd really call it all that much of a nerf for Whitemane.  The nerfs are pretty minor.  5 hp?  Meh, Zeal is where the real healing is anyway.  Meanwhile the 1 second longer cooldown is a bit sad but it's best to combo with her W anyway so for her combo it won't matter.  Meanwhile she got a pretty good buff to Righteous Flame.  Since I like her E build the most anyway, I'd consider that a pretty good trade off (for me anyway).

    Edited by KSDT

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    Kinda disappointed with the Tyrande nerfs. And did they really have to double the CD on Ancient BlessingsAncient Blessings at once? It's not even my favorite on that tier, but still.

    Otherwise, looks like solid changes.

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    3 hours ago, Stan said:

    Ancient BlessingsAncient Blessings (Trait)

    • Cooldown increased from 30 to 60 seconds

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Edited by Valhalen
    • Like 3

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    Increase chromie hp 67 for what? not even can hold 1 hit from most of hero nor ability dmg.

    The most important is give back the range and dmg not HP. Chromie is not tanker give 67 Hp for what purpose.

     

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    The 'Press R -> FIVE MAN TEAM WIPE' isn't nerfed!? What? Is this real life?

    The Chromie changes don't mean anything. She's still an annoying and uninterractive hero as long as Time Trap build exists.

    I like the Falstad changes. He ain't gonna OOM every 30s now.

    Ancient Blessing will still be a 'must pick', not only because of its utility, but also the fact that the other talents are so awkward to get value from.

    The tank changes are good, but won't change the current tank meta that much because these tanks still don't have the 1v9 potential of the current 'meta' tanks. (read: Diablo, Muradin, Johanna, Garrosh)

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    7 hours ago, Valhalen said:

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Agreed. But as ShadowerDerek pointed out, is that both other level 13 talents on Deckard are hard to get value from. Super Potions can be fun though if you have the time to set up an area well in advance, say, on Volskaya Foundry.

    • Like 1

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    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

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    14 minutes ago, Orshova said:

    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

    Yeah, I don't get that "laning phase" argument either. Blaze is usually picked as a solo laner.

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    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

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    11 hours ago, Dax said:

    [About Consume Souls] If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    That's actually a very cool ideia. I support this.

    The other option would be to nerf to the ground it's damage, but then it simply wouldn't be fun anymore.

    Edited by lChronosl

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    4 hours ago, Dax said:

    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

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    On 9/18/2018 at 2:13 PM, KSDT said:

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high. The innate slow on the ability was not THE problem, it was A problem. Other abilities which target every other hero on the map, such as Apocalypse, can actually be evaded. Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up. 

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already). Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm getting the impression that you either play him, have not played against him, OR both.

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    4 hours ago, PumpkinRow said:

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    4 hours ago, PumpkinRow said:

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high.

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    4 hours ago, PumpkinRow said:

    Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    4 hours ago, PumpkinRow said:

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already).

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    4 hours ago, PumpkinRow said:

    Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    4 hours ago, PumpkinRow said:

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    4 hours ago, PumpkinRow said:

    I'm getting the impression that you either play him, have not played against him, OR both.

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Edited by KSDT

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    On 9/20/2018 at 12:41 AM, KSDT said:

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Chromie's Sand Blast and the Magic Missiles are SKILLSHOTS, slow and thin skillshots, from MAGES, making the damage from them acceptable, because they're avoidable. Mephisto's ultimate starts hitting for 1/3rd of your HP about the time you get it. Not only that, but it's like a global version of Malthael's good ultimate. Even when monitoring your HP, it's forcing you to pull out at roughly 1/3rd HP, otherwise, before level 20, Malthael can just cheese you, or after level 20, he can just cheese your whole team. Other than bunker, there's no ability that can negate the damage from that ultimate on every hero at once. Even if you survive, he slow will probably get you killed anyway.

    Blaze's Bunker was the strongest counter to Mephisto's ultimate, which is probably why they nerfed it. As for how hard it hits, he's basically sand-blasting every hero on the enemy team with no aiming required, by your own logic, and applying a slow with it. That's inherently absurd. Besides that, with the amount of CC and burst in the game right now "Don't get low" really isn't an option.

    He may not have to, since he can just grab Hysteria and cheese the enemy team with his ult twice instead.

    My point was that they aren't as strong, since they have to physically be there in most cases, unlike Mephisto, who can just cheese you from anywhere, without sight range or aiming. You can juke global heroes, and they have limitations like aiming and sight, while Mephisto has none of those problems.

    Healing is weaker than doing damage, Tyrande's global healing ult is far more balanced. By better, I meant in a teamfight, where globals are weaker, due to lower HP or weaker kits for teamfights, like Dehaka or Falstad.

    My problem is with Mephisto as a whole, the ultimate is just a big part of why I have a problem with Mephisto as a whole. A hero that makes themselves immune to CC by teleporting back anyway does not fix the current state of the game, I'd much rather Cleanse be brought back on more healers. The fact that what we got instead was a hero with far too much damage and busted ult who can teleport out of CC only make issues with the game even worse.

    It's a completely new ability, there's not a single other ult in the game which hits every enemy hero without targetting, aiming, or sight.

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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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