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Sylvanas 2018 Gameplay Update

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The Banshee Queen will be reworked alongside Stitches in the next Heroes of the Storm content patch. Check out the highlights!

Rework Goals

  • Improve her teamfighting capabilities
  • Increase skill-cap while adding counter-play
  • Create more powerful and engaging talents

Rework Highlights

  • Trait
    • Updated with new functionality. Enemies that are auto attacked will gain a stack of Banshee's Curse, stacking up to a maximum of 3.
      • At 3 stacks, enemies will take increased damage from Sylvanas, until the Banshee's Curse buff wears off.
    • Her trait can be activated, causing all damage that she inflicts to lock down enemy minions, mercenaries, and towers for a short amount of time.
  • Basic Abilities
    • Withering FireWithering Fire [Q] no longer has individual charges. She will instead fire 5 arrows in quick succession, prioritizing the nearest enemy Hero.
    • Shadow DaggerShadow Dagger [W] will no longer spread automatically. Once cast, Sylvanas must attack the same target in order to change Shadow Dagger to nearby enemies.
  • Heroic Abilities
    • Mind ControlMind Control [R1] is now a skill shot. She will fire a projectile in a given direction. The first Hero to come in contact with it will be silenced, slowed, and move towards Sylvanas. 
  • Talents
    • Barbed Shot (Level 6) drastically increase damage on the last arrow, provided all 5 shots hit the same target.
    • Unfurling Shadows (Level 1) permanently increases the damage of her Shadow DaggerShadow Dagger on enemies with 3 stacks of Banshee's Curse.
    • Mercenary QueenMercenary Queen was moved to Level 4.
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All these changes make her more of an assassin than pusher that she was. Maybe now people will consider picking other specialists rather than her to push lanes.

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It's one of the most frustrating things to witness in the game are people playing a specialist almost exclusively away from the team for the majority of the game if not all of it to get maybe a fort or two down and keep wall destroyed while the enemy team completely stomps everywhere else. Sylvanas has some incredible talents and, amongst the specialists, very strong team fight orientated ults. I don't know how many Battlefield of Eternity maps where Sylvanas has made me cry fucking blood tapping a tower when she's one of the strongest heroes to race an Immortal down or fight during the contest, as well as moving with the team during the following push. 

Edited by Plergoth
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Well, they sure want us to rise our APM. You will need to work at least twice as hard to get some of the same results.

Not saying it's a bad thing, but some slow players such as myself might have some difficulties.

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So Rework now means nerf?   Because that's all I see, a tremendous nerf?    Yes she'll be able to pvp a bit better but she'll just become another generic assassin, and not even a good one with the lack of CC (even her ult is nerfed!) and 2nd rate teleport.

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12 hours ago, Steveson said:

All these changes make her more of an assassin than pusher that she was. Maybe now people will consider picking other specialists rather than her to push lanes.

That's why role reclassification is a good thing to happen, too many people are still thinking you need a specialist in every comp or that their sole purpose is to push lanes, while it wasn't the case for over 2 years. You already had assassins with good wave clear, so specialist role was too vague and redundant, as it didn't include only lane pushers but also supports like Medivh. Simply classifying those heroes as "rule breakers" was too confusing for people, even after changing icon and description, significant portion of players still viewed them as they were during early HotS design, being lane pushers, which caused issues with playstyles and during draft.

It's probably for the best if that Sylvanas rework will change how she is played. Perhaps more people will stop playing her as solo push, while ignoring objectives. So annoying to end up as 4vs5, because people are still thinking her kit (and being "specialist") means you should stay on lane 100%. This should also kill those afk farmers. Now she can contribute more in team fights, while also retaining some push capabilities, but it is no longer that mindless, snowbally push, when she had to be heavily contested, because towers were no threat to her (especially annoying on some maps).

Edited by Arcling
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This is Sylvanas's at least 3rd actual rework. It'd be nice for the designers to fix other characters that are literally never used instead of touching the same ones over and over again. Like do you guys even remember probius?

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34 minutes ago, Arcling said:

That's why role reclassification is a good thing to happen, too many people are still thinking you need a specialist in every comp or that their sole purpose is to push lanes, while it wasn't the case for over 2 years. You already had assassins with good wave clear, so specialist role was too vague and redundant, as it didn't include only lane pushers but also supports like Medivh. Simply classifying those heroes as "rule breakers" was too confusing for people, even after changing icon and description, significant portion of players still viewed them as they were during early HotS design, being lane pushers, which caused issues with playstyles and during draft.

It's probably for the best if that Sylvanas rework will change how she is played. Perhaps more people will stop playing her as solo push, while ignoring objectives. So annoying to end up as 4vs5, because people are still thinking her kit (and being "specialist") means you should stay on lane 100%. This should also kill those afk farmers. Now she can contribute more in team fights, while also retaining some push capabilities, but it is no longer that mindless, snowbally push, when she had to be heavily contested, because towers were no threat to her (especially annoying on some maps).

But I LIKE having Specialists that are better for PvE vs PvP Assassins. Yes, join the teamfights and PvE also means objectives, but you can teach that without completely changing the uniqueness of the game. 

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50 minutes ago, SenatorBinks27 said:

But I LIKE having Specialists that are better for PvE vs PvP Assassins. Yes, join the teamfights and PvE also means objectives, but you can teach that without completely changing the uniqueness of the game. 

Well, for that you already have assassins who are also good at clearing waves, like Ragnaros, Jaina, Kael and several others. In the end it's just a label, since lane pushing isn't going away, and other specialists aren't getting a rework, only redistributed between melee/ranged assassins, bruisers and supports. Sylvanas is rather special case, as her trait was too powerful, no other character could disable towers and minions like her, which caused problems on several maps.

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RIP Sylvanas.

 

Admittidly, I never really felt her role matched her lore in the least and it was a really odd portrayel of the Banshee Queen but hot damn did I enjoy the hell out of her.

I do feel, though, that the continued homogenization of heroes is a bad thing. She had some great, unique mechanics and filled a few great niches but this is another shift towards her being a generic ranged assassin. With her in this state why would I ever pick her over any one else?

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On 11/30/2018 at 8:39 PM, SenatorBinks27 said:

But I LIKE having Specialists that are better for PvE vs PvP Assassins. Yes, join the teamfights and PvE also means objectives, but you can teach that without completely changing the uniqueness of the game. 

There are quite a few like that already. Jaina, Zagara (even if the splitpush build gets nerfed which wouldn't surprise me at all), Illidan, Ragnaros, Malthael...

 

That being said, Sylvanas' trait is an abomination in terms of game design and I'm glad it's curbed with the rework.

Edited by Aasgier

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I had a bit of hope that they would change her trait to work more like W3 Dark Ranger's Black Arrows, the one that summoned skeletons. But I guess it would be too close to Xul.

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I'll reserve judgment until I see how her AA damage and stats have been altered.

In a vacuum I absolutely hate these changes.  But there may be additional pieces to the puzzle that help.

I am tired of her trait being used as an excuse for extremely risky solo pushing by other players so her losing that mechanic isnt totally bad for me.  So I'm keeping a cautiously open mind for now.

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Is it just me? Or is she got a nerf here? Im 320 lvl with Sylvanas and her Q attack is slow and her W doesnt spread to all enemies exept those who are VERY close to each other. Her W build takes like forever to stuck plus that 3 curses from her trait isnt easy to stuck. (Especially if the enemy team is comp with long range assassins - pokers) other than that she got a nerf on her AA dmg because of her trait. (Even with 25% more dmg is like they gave her back the dmg they took) Other than those things her new MC is cool. No more selfstun :P :P :P 

 

As for the talent tree choice is kinda messed up. Other heroes have their escape and dmg upgraded. They did put her double E in the same place with her Armor reduction (tier 13) 

There are way more better ranged assassins than her. So for me bottom line is that just nerfed her even by making her Ranged assassin (Take for example Genji-ranged assassin with more dmg than her, mobility, plus tones of escapes.)

 

Its officialy a NERF! :p

 

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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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