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Orphea BlizzCon 2018 Hands-on Experience

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Oxy had a chance to play Orphea at BlizzCon and share his thoughts on the first Nexus-born Hero.

Hey everyone! I once again had the chance to attend BlizzCon this year, meaning I also got to play some Orphea. As is tradition for such announcements, here's a wall of text about the hero's abilities, some of her talents, her design, and her power level. Although I was also going to discuss her controversial nature, I'll be keeping that for another post.

Release Information

Orphelia is primarily the brain child of developer (and much appreciated acquaintance) Kyle Dates.

If the 1-month her release schedule stands true, Orphea should be available to everyone on November 13. She may also be available on the PTR starting November 6, if PTR there is. Further, she'll be given out for "free" to those who have acquired this year's virtual ticket.

Stats, Abilities, and Talents at a Glance

Click the spoiler below to reveal Orphea's statistics, abilities, and talents.

Spoiler

Level 1 Statistics

Health: 1821 (Comparable to Stukov)
Mana: 500 (Normalized average; everyone with mana has 500 mana)
Attack damage: 83.2
Attack speed: 1.2
Damage per second: 99.84 (Comparable to Arthas, D.va Mech, and Mal'ganis, and higher than most if not all casters)
Attack range: 5.5 (Average for ranged heroes)

Basic Abilities

Note: The information presented in the press kit didn't appear to be up to date with Orphea's state at BlizzCon. The most notable change was Shadow Waltz's cooldown going from 5 to 7 seconds, and its damage being reduced slightly.

Shadow Waltz (Q) - After 0.5 seconds, deal 138 damage to enemies in a line. Hitting a Hero with Shadow Waltz sets its cooldown to 2 seconds, refunds 25 Mana, and causes Orphea to dash a short distance upon moving.

Cost: 25
Cooldown: 7

Chomp (W) - After 0.625 seconds, deal 296 damage to nearby enemies in front of Orphea.

Cost: 60
Cooldown: 10

Dread (E) - Release a wave of dread that deals 88 damage to enemies hit. Dread erupts 0.75 seconds after reaching the end of its path, dealing 182 damage and Slowing enemies in the area by 25% for 2 seconds.

Cost: 50
Cooldown: 14

Trait

Overflowing Chaos (D) - Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consume all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt.

Heroic Abilities 

Eternal Feast (R1) - After 1.5 seconds, deal 218 damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero.

Cost: 75
Cooldown: 65

Crushing Jaws (R2) - After 1.25 seconds, pull enemies in an area towards the center, dealing 286 damage and Stunning them for 0.75 seconds.

Cost: 75
Cooldown: 50

Talents

Level 1 talents

En Pointe [Q] - Shadow Waltz deals an increased 50% damage to enemies hit by its end.

Growing Nightmare [E] - Each Hero hit by the wave of Dread increases the damage of its eruption by 25%.

Ancestral Strength [D] - Non-Heroic Abilities deal 25% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes.

Level 4 talents

Allegrissimo [Q] - Hitting Heroes with the end of Shadow Waltz sets its cooldown to 1 second.

Backbiter [W] - If Chomp hits a Hero, Orphea immediately dashes a short distance backwards.

Fright [E] - Dread's Slow also applies to enemies in Dread's path, and stacks up to 50%.

Level 7 talents

Insatiable [W] - Hitting a Hero with Chomp sets its cooldown to 2 seconds.

Ravenous Hunger [W] - Quest: Minions that die within 1.5 seconds of being hit by Chomp permanently increase its damage by 3 and heal Orphea for 60. Heroes that die increase its damage by 60 and heal Orphea for 25% of her maximum Health.

Mind Devourer [E] - Quest: Hitting Heroes with Dread increases its damage by 5, up to 200. Reward: After hitting 40 Heroes, hitting an enemy Hero with Dread's eruption sets its cooldown to 6 seconds and refunds 50 Mana.

Level 13 talents

Determination [Q] - After dashing with Shadow Waltz, Orphea gains 50 Spell Armor, stacking up to 2 times. While Orphea has Determination, her Physical damage is increased by 15%

Abyssal Symbiosis [W] Hitting a Hero with Chomp instantly grants Orphea maximum Chaos.

Invasive Miasma [D] - Activate to deal 150 damage to all nearby enemies after 2 seconds. For each Hero hit, heal for 182 and gain 1 Chaos.

Level 16 talents

Bond of Anguish [Q] - Shadow Waltz deals bonus damage to Heroes equal to 3% of their maximum Health, healing Orphea for 50% of damage dealt.

Dead Magic [D] - Basic Attacks that consume Chaos ignore Armor and deal 115 Spell Damage to all enemies around the target.

Lurking Terror [A] - After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area. Does not share a cooldown with Chomp.

Level 20 talents

Monster Within [R1] - Eternal Feast grants 1 Chaos each time it hits a Hero. While Eternal Feast is active, Orphea's Attack Speed is increased by 50%.

Engulfing Oblivion [R2] - Crushing Jaws reduces the Armor of Heroes hit by 25 for 2 seconds. Takedowns set its cooldown to 5 seconds.

Eldritch Conduit [D] - Each Chaos consumed increases Orphea's Spell Power by 5%, up to 50%. After reaching the maximum bonus, the Spell Power is increased by an additional 50%. Lasts 10 seconds.

Final Toccata [A] - Activate to instantly reset the cooldown of Shadow Waltz. For the next 6 seconds, dashing with Shadow Waltz resets its cooldown.

Ability and Talent Discussion

Shadow Waltz

Quote

Shadow Waltz (Q) - After 0.5 seconds, deal 138 damage to enemies in a line. Hitting a Hero with Shadow Waltz sets its cooldown to 2 seconds, refunds 25 Mana, and causes Orphea to dash a short distance upon moving.

Cost: 25
Cooldown: 7

Orphea's character overview goes something like "a ranged assassin who dances around her enemies while using spells to empower her attacks." Shadow Waltz's name, then, provides a clue on how important it is. Indeed, Shadow Waltz is packed with effects, and saying that the ability defines Orphea would not be an understatement. One may be tempted to draw a comparison with League of Legend's Kalista and her rather unique passive, Martial Pose, which lets her hop about after delivering basic attacks. I'd say the comparison is valid, although the two character's gameplay are anything but similar.

Naturally, the most notable aspect of Shadow Waltz lies in its potentially very low-cooldown dashing effect. To put things into perspective, abilities which provide similar levels of mobility (VaultVault being a classic example) are typically gated by a cooldown of 8 seconds or more. On successful hero hits, Shadow Waltz shaves off 70% (5 seconds) of its own cooldown.

Don't make the mistake of thinking this brings Orphea's combat mobility to anything near Illidan levels, however; while it does let you avoid quite a few slower skillshots, one has to consider that all of Orphea's abilities have a rather hefty cast time or delay of sorts to them. Shadow Waltz itself has a cast time of 0.5 seconds and is rather predictable. The dash mostly serves to make up for the time spent casting, as opposed to being a legitimate way of moving about really fast.

In any case, considering her potential damage output, anything more would be ludicrous. Blizzard agreed too, it seems: The press kit that was released recently presents a Shadow Waltz with a cooldown of 5 seconds and a bit more damage than the BlizzCon version of the hero. And, given the general dislike of high mobility heroes, I think we're playing it safer than sorry.

Quite predictably, hitting Shadow Waltz was very satisfying because it opened up a good bit of playmaking potential, between being able to be aggressive to juking projectiles. In parallel, missing it made me feel miserable, as I felt disempowered (and rightly vulnerable) until it was available again. Is this too stark of a contrast? My initial reaction is to say so, though playing with and against players closer to my level will let me judge this more reasonably.

The dashing part itself sometimes felt a bit awkward in the sense that it triggers on the following click (as in, clicking towards a location "forces" Orphea to dash towards that location). In practice, this means you have to be extra careful following Shadow Waltz hits not to waste the effect or, worse, dash where you don't want to be. An annoying side effect of this is that Orphea will dash towards her basic attack target if this target move out of her basic attack range. I understand why this is the way it is, but I'm not a fan of this behaviour.

Synergy-wise, Shadow Waltz's dash naturally allows you to follow up with Chomp. It also makes basic attacks safer to deliver for the purpose of triggering one's trait, Overflowing Chaos. I'll be covering those abilities below.

Notable Shadow Waltz Talents

Quote

En Pointe [Q] - Shadow Waltz deals an increased 50% damage to enemies hit by its end.

In my experience, the majority of my offensive Shadow Waltz hits  were "just the tip," making En Pointe a reliable choice at level 1. A 50% damage increase on one's main ability is quite substantial, and it did have the side effect of being useful for PvE purposes, unlike the alternatives.

Quote

Final Toccata [A] - Activate to instantly reset the cooldown of Shadow Waltz. For the next 6 seconds, dashing with Shadow Waltz resets its cooldown.

Insane and probably quite fun if you're good. Since I was not, it became a cooldown reset at best.

Chomp

Quote

Chomp (W) - After 0.625 seconds, deal 296 damage to nearby enemies in front of Orphea.

Cost: 60
Cooldown: 10

Chomp is Orphelia's hardest hitting ability, and a pretty interesting one despite its apparent simplicity. The closest comparison I can make is Leoric's Ghastly SwingGhastly Swing, which may seem quite strange considering Orpelia is a caster, which are generally associated with staying away from trouble. Orphelia's kit, however, does provide her with a surprising amount of survivability between dashing around and the healing provided by Overflowing Chaos. This makes Chomp less dangerous to use than one might think, though walking up to an opponent never really turned out to be a good idea.

The 0.625 seconds cast time made it relatively easy to avoid by simply walking away, meaning that Shadow Waltz'ing aggressively was necessary to secure hits without the help of crowd control. I was also interrupted quite often and seemingly unintentionally. I think I wouldn't mind if the ability went off even when hit by crowd control. From a thematic standpoint, it might make sense, as the spell emanates from that family-heirloom-coffin-artifact-object Orphea lugs around.

From a waveclear standpoint, Chomp's area of effect is wide enough to hit the entirety of a typical minion wave, but its short range made it dangerous to use, and of little use while defending a siege.

For all the reasons stated above, I ultimately feel like Chomp could benefit from a damage increase; 10 to 15% might just do the trick. Some kind of effect befitting the eating theme could also be nice, though overloading Orphea's base kit is risky. Plus, there are some talent choices that do this.

Notable Chomp Talents

Quote

Backbiter [W] - If Chomp hits a Hero, Orphea immediately dashes a short distance backwards.

Remember what I said about using Chomp aggressively? This makes it less dangerous to do so, on top of providing Orphea with a second self-peeling tool to use against melee assassins. The caveat is it made it much harder to be aggressive, as the backwards dash was sometimes undesirable.

In general, I really like talents that change how things should and can be used. The game has a few of these already, but I hope to see even more examples of this in the future.

Quote

Insatiable [W] - Hitting a Hero with Chomp sets its cooldown to 2 seconds.

Chomp, Chomp, Chomp. This talent makes Chomp's cooldown line up with Shadow Waltz perfectly for a very satisfying and natural ability loop.

Dread

Quote

Dread (E) - Release a wave of dread that deals 88 damage to enemies hit. Dread erupts 0.75 seconds after reaching the end of its path, dealing 182 damage and Slowing enemies in the area by 25% for 2 seconds.

Cost: 50
Cooldown: 14

Dread is an ability that exists in a moba.

I am stating this because I find it dreadfully generic. It fits Orphea the same way it might fit any caster, period. This makes sense somewhat when considering that Dread most likely exists to lower Orphea's skill floor. Indeed, if Shadow Waltz and Chomp are difficult to use due to their short range and cast time, Dread is something that can be flung in the general direction of one's opponent or minions with reliable but ultimately unremarkable results.

Better players may be able to target Dread in a way that both the initial "shockwave" and resulting "flamestrike" hit the same target for a good bit of damage. The tacked-on slow helps with following Shadow Waltz and Chomp casts, on top of being Orphea's only source of non-heroic crowd control.

I can certainly understand the need for characters to be able to do something when everything else is out of reach (or the player's skill level), but I also can't help but feel that Orphea's design is already beyond the grasp of the less experienced players. And so, I feel like Orphea could have gone all out on the Shadow Waltz synergy theme, though Dread does work very well with the Crushing Jaws heroic ability.

Notable Dread Talents

Quote

Fright [E] - Dread's Slow also applies to enemies in Dread's path, and stacks up to 50%.

Gaining access to a reliable slowing effect felt like a big improvement for the entire hero's playstyle, between easing spell hits to keeping enemies within basic attack range. It also allowed me to trigger Ancestral Strength (Non-Heroic Abilities deal 25% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes) on-demand.

Quote

Lurking Terror [A] - After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area. Does not share a cooldown with Chomp.

This talent turned Dread into a pseudo-Fury of the SunwellFury of the Sunwell-empowered Flamestrike. This is very likely to be the go-to level 16 talent.

Overflowing Chaos (Trait)

Quote

Overflowing Chaos (D) - Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consume all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt.

With such a classic passive basic attack empowerment, we are now knee-deep into League of Legends territory. Which is fine with me; I've always been a fan of promoting casters to attack as much as possible, as it's a simple yet effective way of rewarding player skill.

Overflowing Chaos felt like it was a significant part of Orphea's damage output due to its reliability. From numbers alone, a 3-stack hit deals about as much damage as a Shadow Waltz hit, and can't be whiffed on top of providing a very reasonable amount of self-sustain. In most games, my healing output was about one third that of a typical healer.

Orphea's very snappy basic attack animation made Overflowing Chaos easy to trigger on demand. Her sustained basic attack DPS is also very reasonable for a caster, lining up with that of a few tanks. It should be noted that hitting multiple heroes with a single cast of any basic ability DID grant several Overflowing Chaos stacks, making the tooltip a bit misleading; something along the lines of "Each enemy Hero hit with a Basic Ability grants 1 Chaos" would probably clear up any confusion.

Notable Overflowing Chaos Talents

Quote

Eldritch Conduit [D] - Each Chaos consumed increases Orphea's Spell Power by 5%, up to 50%. After reaching the maximum bonus, the Spell Power is increased by an additional 50%. Lasts 10 seconds.

A reward for playing well in long fight? Sign me up! Comparing this talent to Tal Rasha's ElementsTal Rasha's Elements really puts how strong it is in perspective.

Eternal Feast (Heroic Ability 1)

Quote

Eternal Feast (R1) - After 1.5 seconds, deal 218 damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero.

Cost: 75
Cooldown: 65

You know how most heroes have that one really powerful heroic ability everyone likes and something like DragonstrikeDragonstrike, seemingly invented to annoy teammates? Yeah... Eternal Feast is the latter. Of course, I'm exaggerating to make a point, but from my experience, Eternal Feast required a fantastic setup to see any value at all. That 1.5 seconds delay feels long, and even when it hits, it doesn't feel like it deals all that much damage. To add insult to injury, its cooldown is 15 seconds longer than Crushing Jaws. There are a number of simple ways Eternal Feast could be made more competitive, from reducing its initial delay to lowering its cooldown to simply increasing its damage significantly to give it a real sting; a 30-35% increase might do it.

Crushing Jaws (Heroic Ability 2)

Quote

Crushing Jaws (R2) - After 1.25 seconds, pull enemies in an area towards the center, dealing 286 damage and Stunning them for 0.75 seconds.

Cost: 75
Cooldown: 50

As strongly implied above, Crushing Jaws overshadows Eternal Feast in almost every way. I like to think of it as a smaller but faster Grav-O-Bomb 3000Grav-O-Bomb 3000 on a hero that can actually follow up with significant damage of her own. Crushing Jaws' main point of appeal is that it lets Orphea one-combo-kill squishier heroes without help, something that's otherwise impossible. Considering the ability's short 50-second cooldown, this is most definitely worth it the moment you hit level 10. I don't think I need to go into the team fighting implications of pulling and stunning two or more heroes at once.

Balance and Competitive Viability

Disclaimer: Last year, I predicted Hanzo would see little to no competitive play. His patch notes include a lot of undo-redo, but overall, I'd argue he was slightly buffed over his initial state. The result? He's the most picked assassin, and 7th most picked hero in HGC phase 2 (and first in phase 1!). Is the meta unpredictably favourable? Am I underestimating his buffs? Is the map rotation good? Am I just bad at this? Though that last one is likely, the long-winded point I'm trying to make is that there's a lot we just can't know. So, take everything with a grain of salt.

That being said: I think Orphea lacks the tools that define a competitive caster hero on top of being pretty hard to play. What are these defining tools, you ask? On-demand powerful burst damage, safe and strong waveclear, and crowd control. Exceptions certainly exist, but most high tier casters feature one of these elements very prominently (Li-Ming for burst) or a healthy mix of it all (Jaina).

Orphea certainly felt pretty balanced, even in her current untested-BlizzCon state. However, casters who are "merely" balanced don't tend to be all that popular. Her waveclear is okay but unsafe and her ability to do mercenary camps is poor, as is her general PvE damage output. Remember that neither Shadow Waltz nor Overflowing Chaos trigger against non-heroic targets. Against heroes, her damage output definitely felt well above-average, but the obvious lack of crowd control is most certainly what is going to ultimately hold her back. I do believe Crushing Jaws to be a really powerful heroic ability however, to the point where it might just make up for everything else, assuming it is left untouched.

I did also find her self-sustain powerful. I even initially thought she might be capable of solo laning, but that might make your other lanes a bit awkward, especially if the meta is frontline heavy. Plus, her limited waveclear would make any kind of rotation hard to pull off.

Conclusion

I like Orphea, but I'm not by any means infatuated. Every aspect of the character - from ability design to appearance to balance - has several good elements offset by one or two elements I find weaker. I don't think she'll see competitive play unless fairly big changes are made, but this really doesn't have to be a goal for every hero. Sometimes, you just want a solid release showcasing a couple interesting mechanics and neat looking spells, which is exactly what Orphea has to offer - but no more.

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2 hours ago, Oxygen said:

I don't think she'll see competitive play unless fairly big changes are made

I remember you saying the same thing (actually worse) about Hammer after her latest rework... :]

 

On 12/1/2017 at 12:29 AM, Oxygen said:

I suppose I should mention that this rework significantly weakens Sgt. Hammer. If she was barely playable before as a novelty item, this smothered her completely.

And that was even before... nerfs.

Edited by Godeyes

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She might see quite a lot play. If numbers are an issue, they can tweak them with hotfix. Sometimes they are really fast these days. Overall kit seems solid, based on some gameplays.

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Orphea is cool and all, but I feel not enough emphasis has been put on the fact that JANITOR SKELETOR IS GOING TO BE A THING!! SCREW DOTA, LOL AND SMITE! THIS IS THE BEST MOBA GAME IN THE GALAXY!!!

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I am sure she will see plenty of play, at least lower to mid tiers. What she lacks in CC can easily be compensated by an uncoordinated enemy team (or an oblivious player). Also, she looks cool and is fun to play in team fights and skirmishes, and that is enough for some.

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I agree with everything except where she lies competitive wise. She feels like she'll be one of the best level 20+ late game characters simply because of Eldritch Conduit and her great sustain. I personally think she'll be on par with Kel'thuzad or Mephisto. A threat but nothing too good.

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      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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