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August 18 Patch General Discussion

Forum Index > Heroes of the Storm
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Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
Last Edited: 2015-08-18 19:50:04
August 13 2015 06:32 GMT
#1

The Eternal Conflict between the Burning Hells and the High Heavens continues in the Nexus, and we've just unleashed our latest Heroes of the Storm patch! Today's update includes a brand new Hero, the addition of Dynamic Bundles to the Shop, Ranked Play changes, design and balance tweaks, as well as a new Battleground coming next week. Complete patch notes from today's patch can be found below.

Additionally, Game Designer Matt Cooper stepped in to provide some additional insight from the design team about many of the changes found in today's update. Read through his comments in the Design, Battlegrounds, Talents, and Heroes sections of the patch notes if you'd like to learn more about why we made each of these changes.


Jump to Section
  • General
  • New Battleground Preview
  • New Hero
  • Art
  • Shop
  • Sound
  • User Interface
  • Design & Gameplay
  • Battlegrounds
  • Talents
  • Heroes
  • Bug Fixes



General

Diablo III Rewards
  • Add Diablo to Your Hero Collection
    • Diablo III and Diablo III: Reaper of Souls players who log in to Heroes during the three weeks following the release of the upcoming patch will permanently receive Diablo in Heroes of the Storm.

  • Malthael's Phantom
    • Starting with Season 4, Diablo III players who reach level 70 with a Seasonal character will receive Malthael’s Phantom in Heroes of the Storm.

  • Portrait Border & Pennant
    • Diablo III players who reach Player Level 12 in Heroes of the Storm will receive a new Heroes-themed Portrait Border and Pennant in Diablo III.


Kill 50 Treasure Goblins!
  • A new Special Event Quest has been added: Kill 50 Treasure Goblins
  • Any player who manages to rid the Nexus of 50 pesky Treasure Goblins during the Eternal Conflict event will receive a special portrait reward for their heroism!


New Portrait Rewards
  • Many new portrait rewards have been added! Unlock them by reaching Hero Level 10 with the following Heroes:
    • Diablo Villain Collection – Diablo, Leoric, The Butcher
    • Diablo Heroes Collection Series 1 – Nazeebo, Sonya, Valla
    • Diablo Heroes Collection Series 2 – Johanna, Kharazim
    • StarCraft Rebels Collection – Kerrigan, Raynor, Tychus
    • Swarm Evolution Collection – Abathur, Zagara
    • Night Elf Betrayer Collection – Illidan, Malfurion, Tyrande
    • Reign of Chaos Collection – Arthas, Jaina, Thrall, Uther
    • Stormstout Collection – Chen, Li Li
    • Undercity Collection – Stitches, Sylvanas


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New Battleground Preview



Infernal Shrines
  • This three-lane Battleground features three Infernal Shrines that will periodically gather power. Only one Shrine will gather power at any given time, and either team can activate it to unleash its might.
  • Once activated, the Shrine’s Guardians will pour forth in waves to defend it. The first team to kill 30 Guardians will summon a devastating Punisher to fight for their cause.
  • A Punisher is a powerful boss that will attack down the lane that corresponds with the Shrine it was summoned from. Punishers will hunt down any nearby enemy Heroes that cross its path, and can spawn with one of three deadly affixes:
    • Arcane – The Punisher summons beams of arcane energy which rotate in a circular motion, and deal massive damage to enemy targets they pass through.
    • Frozen – The Punisher calls forth frigid ice shards, which explode after a short delay, dealing damage and freezing enemies in place for a short time.
    • Mortar – The Punisher launches a stream of firebombs high into the air, which explode and deal damage to any enemies they strike upon landing.

  • Please note: Infernal Shrines will not be added to the live version of Heroes of the Storm immediately on patch day.

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New Hero

Kharazim has been added to Heroes of the Storm and is now available for play! Read on for a brief overview of this new Support Hero’s Abilities.



Trait
  • Pick Your Trait
    • Learn Transcendence, Iron Fists, or Insight using the Talents panel to select your Trait.
      • Transcendence
        • Every third Basic Attack heals the lowest nearby allied Hero.

      • Iron Fists
        • Every third Basic Attack deals 100% bonus damage.

      • Insight
        • Every third Basic Attack restores Mana.


Basic Abilities
  • Radiant Dash (Q)
    • Jump to an ally or enemy. Enemies are immediately hit with a Basic Attack. Stores up to two charges. 12 second cooldown per charge.

  • Breath of Heaven (W)
    • Heal nearby allied Heroes, granting them a 10% Movement Speed bonus for 3 seconds.

  • Deadly Reach (E)
    • Your next Basic Attack increases your Attack Speed and Attack Range by 100% for 2 seconds.


Heroic Abilities
  • Seven-Sided Strike (R)
    • Become Invulnerable, striking 7 times over 2 seconds in a large area. Each strike deals 7% of the target’s maximum Health as damage, and prioritizes the Hero with the highest remaining Health.

  • Divine Palm (R)
    • Protect an allied Hero from death. The next source of fatal damage within 3 seconds is prevented, and the target is instead healed for a large amount.

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Art

General
  • Several Heroes and Skins in the Shop have received additional visual polish.


Heroes
  • Ancients rejoice! Sonya has received a dance animation.
  • The following Heroes and Skins have received visual improvements:
    • Tychus, Master Tychus Skin, and all Skin Variations
    • Murky, all Murky Skins, and all Skin Variations

  • The following Heroes have received updated facial animations:
    • Sgt. Hammer
    • The Butcher
    • Tychus


Hero Abilities
  • Various Hero Abilities have received additional optimization.
  • The following Hero Abilities and Talents have received new art or additional visual polish:
    • Brightwing – Revitalizing Mists (Talent), Spell Block (Talent), Unstable Anomaly (Talent)
    • Illidan – Sweeping Strike (W), Metamorphosis (R)
    • Tyrael – Judgment (R), Sanctification (R)


Skins
  • The Demonic Tyrael Skin has returned to the Nexus!
    • After visiting the top smith that the Burning Hells have to offer, Demonic Tyrael has strapped into an intimidating new set of armor, imbued El’Druin with corruption, sprouted two wicked pairs of horns, and donned a crown worthy of his title as the Lord of Pride.
    • Demonic Tyrael now also features updated Ability art, which much more closely matches his theme.

  • Blood Elf Tyrande has also returned to the Nexus, and now sports updated Ability art, which much more closely matches her theme.
  • War World Sgt. Hammer has received updated Ability art for Napalm Strike, which more closely matches her theme.

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Shop

Bundles
  • Dynamic Bundles have arrived to the Heroes of the Storm in-game Shop! Learn more about Dynamic Bundles by reading the User Interface section of the patch notes.
  • New Bundles
    • Jade Dragon Kharazim Bundle - Available for a limited time.
    • Prisoner Tychus Bundle - Available for a limited time.
    • Conquest Bundle
    • Domination Bundle

  • Bundle Removals
    • The Nexus Bundle will be removed from the Shop one week following patch day, but will remain purchasable as a Dynamic Bundle until that time.


Heroes
  • Kharazim has been added to the in-game Shop!


Mounts
  • New Mounts
    • The Treasure Goblin Mount has been added for a limited time, and is exclusively available for purchase using Gold.
    • Malthael’s Phantom has been added and will become available exclusively to Diablo III players who reach level 70 with a Season Character, starting with Diablo III Season 4.

  • Mount Removals
    • The Nazeebra Mount, which is exclusive to the Nexus Bundle, will be removed from the Shop one week following patch day. During that time, players will still be able to purchase the Nexus Bundle to obtain the Nazeebra Mount.


Price Changes
  • Brightwing’s prices have been reduced to 7,000 Gold and $8.49 USD.


Skins
  • New Skins
    • Jade Dragon Kharazim
    • Kharazim Master Skin
    • Prisoner Tychus

  • Returning Skins
    • Demonic Tyrael
    • Blood Elf Tyrande


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Sound

Battlegrounds
  • Additional new music tracks have been added for the Infernal Shrines Battleground.


Heroes and Skins
  • Tyrael’s Sanctification and Judgment Heroic Abilities have received updated sound effects.

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User Interface

Dynamic Bundles
  • Bundles that contain three or more items are now listed as Dynamic Bundles in the Shop.
    • A Dynamic Bundle’s price will be automatically reduced if the player already owns one or more of the items that are part of that Bundle.
    • Two-item Bundles are not dynamic, and players will be unable to purchase a two-item Bundle if they already own one of the items it contains.

  • Check out our recent blog on Dynamic Bundles to learn more about this new feature.


In-Game UI
  • Ability & Activated Talent Hotbars
    • The Ability Hotbar has received new art, and is now more visually compact.
    • The Activated Talent Hotbar has received new art, and its buttons are now slightly larger.

  • Nameplates & Status Bars
    • Hero nameplates will now display the following status effects: Polymorphed, and Stasis
    • Hero Status Bars have received additional polish and improvements.
      • The color of allied Health bars has been changed from green to blue.
      • Hero Health bars now more clearly denote 1,000 and 250 Health segments.
      • Shields will now appear white, rather than blue, on Hero Health bars.
      • Damage, damage over time, and quick Healing effects are now much easier to distinguish on Health bars.


Game Server Selection
  • Players may now select which game server they’d like to play on by selecting it from the Preferred Game Server dropdown on the Language and Region options menu.
    • This setting will default to Best Match, but players may wish to change this if they notice connection issues when playing on a specific server.
      • Please note: As we continue to improve and expand our game sites, Best Match will provide the best play experience for most players. If you are not experiencing issues, it is highly recommend that you leave this set to Best Match.

    • If players in a party have conflicting server preferences, the server that is most commonly selected among the party’s members will be used.


Player Reporting
  • New Report Categories
    • Reporting Options have been reworked, and now include categories for Abusive Chat, AFK/Non-Participation, and Intentional Feeding.


Ranked Play
  • Hero and Team League are no longer separated in the out-of-game menus, and can now be found using the new Ranked page on the Play screen.
  • Placement Rank
    • All players’ Hero and Team League ranks have been reset with today’s update.
      • Please Note: Matchmaking ratings have not been reset.

    • A new placement system has been added
      • All players must now play 20 placement matches in order to receive an initial ranking for Hero League or Team League.

    • Read our recent blog on Ranked Play Updates to learn more about Placement Matches.

  • Hero League
    • Hero League is now limited to a maximum party size of four players.

  • Team League
    • Five-player parties will now be automatically queued for Team League when attempting to find a Ranked match.
    • The ability to create a named team has been removed, while this feature undergoes additional review.
      • Players who have spent Gold to create named teams in the past will have that amount of Gold returned to them in the days to come.

    • Team League draft lobbies will still use the First Come First Served draft format.
    • Team League will still use a separate matchmaking rating (MMR) from Hero League.
      • However, because Team League parties do not have static rosters, Team League MMR will now functions much like it does for Hero League. This means that each player’s Team League MMR is based on their own individual performance in Team League matches.

  • Read our recent blog on Ranked Play Updates to learn more about Placement Matches, as well as Hero and Team League updates.


Versus A.I.
  • A difficulty dropdown has been added to the Versus A.I. screen, which can be used to switch among five different A.I. difficulty settings: Beginner, Recruit, Adept, Veteran, and Elite.
    • Please note: Elite A.I. development is not yet complete, and improvements are slated to arrive with a future game update.
    • A.I. teammates will mirror the difficulty selected for A.I. opponents.
    • When playing in a party, only the party leader may change the A.I. difficulty setting.

  • When attempting to find a Versus A.I. game with human allies, the matchmaker will work to find other players who have selected the same A.I. difficulty level.
    • If it takes too long to find a suitable match, the matchmaker will expand its search to include difficulty levels above and below the player’s selection.
    • If the human players on a team had selected a variety of A.I. difficulties, an A.I. opponent of each selected difficulty will be used for that game.
      • For example: If two players selected Adept A.I. and three selected Veteran, the game will be filled with two adept and three veteran A.I. opponents.

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Design & Gameplay

Ability Power Gains

Developer Comments: This change was aimed at removing odd gameplay where an Abathur player may actually want to sacrifice his Monstrosity or a Gargantuan for a more powerful one. This occurred if players kept summons alive for a very long time and gained several levels, as these levels were not reflected in the Summon’s Ability Power. For short term Summons, players will rarely gain a level or more while that Summon is alive, so we made these snapshot instead. With snapshotting, players can use a temporary power boost, such as Overdrive or Arcane Power, to create a more powerful summon.

  • To clarify the rules for temporary Ability Power gains, the following rules have been added:
    • For permanent or very long duration pets or persistent effects, their damage and maximum Health will now update dynamically when Ability Power or Hero levels are modified. This includes:
      • Abathur's Monstrosity
      • Nazeebo's Gargantuan (with the Humongoid Talent)

    • For short duration pets or persistent effects, their damage and maximum Health should snapshot based upon the Ability Power/level of the character when they are cast. This includes:
      • Jaina's Water Elemental
      • Sgt. Hammer's Blunt Force Gun
      • Tychus' Drakken Laser Drill


Bonus Effects from Kills

Developer Comments: This change will not have a major impact on today’s gameplay and was mostly done for consistency on how these type of talents worked. In the future, it may allow us to develop Battlegrounds with many small minions (think Haunted Mines) and not have to worry about special casing Seasoned Marksman so it doesn’t get out of control.


  • Talents and Abilities that gain bonus effects from kills will now only trigger from Minions and Mercenaries, and will no longer gain benefit from killing neutral Mercenaries, map event creatures, summoned units, etc.

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Battlegrounds

Battlefield of Eternity

  • When Immortals that are battling at the center of the Battleground swap locations for the first time, the Heaven Immortal will now always travel to right, and the Hell Immortal will always travel to the left.


Tomb of the Spider Queen

Developer Comments: A small number of Tomb games tend to run significantly longer than intended, so we altered the scaling of the Spider mechanic to prevent drawn out stalemates in the late game. Our hope is to see shorter matches overall.


  • Increased the damage and Health scaling of Webweavers and their minions by 50% past the 15 minute mark.

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Talents

Bolt of the Storm

Developer Comments: We love this talent and think it can create a lot of really interesting moments, but the cooldown was just too short. At 70 seconds we think this talent is still a great level 20 pick, but now players will have to be more strategic with how they use it. Forcing someone to use their Bolt to avoid a gank can now be a meaningful moment with this increased cooldown. We hope this also entices players towards choosing their Heroic upgrades instead of Bolt when the situation calls for it.


  • Cooldown increased from 40 to 70 seconds


Cleanse

Developer Comments: We didn’t like the gameplay of casting Cleanse preemptively on a target that is about to be CC’ed. For example, you see Butcher charging your Valla, and right before impact you use Cleanse on Valla, allowing her to immediately Vault away. The change also prevents healers from cleansing themselves preemptively, providing a guaranteed target if the opposing team has only secured one Cleanse. As a side note, the original reason the Unstoppable functionality was available in the first place, was to help alleviate some persistent CC effects like Putrid Bile. We didn’t want you to cleanse a Putrid Bile only to have the slow immediately reapply.


  • No longer makes the target Unstoppable for 1 second
  • Now adds Relentless to the target for 2 seconds (50% shorter CC duration)


Focused Attacks

Developer Comments: This could be viewed as a buff or nerf depending on how players perceive it. You can still reduce the cooldown by attacking Minions, but won’t accidently waste a burst of damage on an unintended target. This talent will no longer be as effective at sieging, but it should be significantly better at harassing in lane. We will continue to monitor the talent, and tune as necessary.


  • The increased damage effect will now only trigger when hitting Heroes


Gathering Power

Developer Comments: Gathering Power was simply too good and was considered, by many, a mandatory pick on certain characters, which often lead to snowballing. We liked the ‘quest’ aspect of this talent, but it was far too easy to reach the cap and the quest didn’t feel meaningful to complete. Now, choosing this talent should no longer be mandatory, and the quest is much longer. Player’s will keep half of their stacks upon dying, which will help act as a ‘check point’.


  • The 5% starting Ability Power has been removed
  • Percentage gain from killing a Hero reduced from 2% to 1%
  • Instead of losing all stacks on death, players will now only lose half their stacks (rounding up)


Imposing Presence

Developer Comments: Statistically, it was almost never wrong to choose Imposing Presence. With this nerf, it’s still a great counter in the right situation, and as a result, we’re hoping we’ll see more play from our Basic Attack assassins.


  • Attack Speed slow reduced from 50% to 40%
  • The Attack Speed slow will now be removed when attacking a target that has not learned the Imposing Presence Talent


Mercenary Lord

Developer Comments: We’ve combined the talent Superiority into Mercenary Lord, and removed the damage reduction from structures to prevent degenerative backdoor strategies. The combination of the damage reduction vs. Mercenaries and the ability to empower these Mercenaries felt like a logical pairing. We hope incorporating the two talents into one will make this level 4 choice an enticing one, as the two talents separated had a low pick rate.


  • The functionality of the Superiority Talent has been rolled into Mercenary Lord, which is now available to the following Heroes at Level 4:
    • Anub'arak, Arthas, Azmodan, Gazlowe, Nazeebo, Sonya, Stitches, and The Lost Vikings

  • New combined functionality reads: Non-Boss Mercenaries near your Hero deal 50% more damage. Reduces damage taken from Minions and Mercenaries by 50%.


Seasoned Marksman

Developer Comments: Overall, we like the way Seasoned Marksman is playing but wanted to tune up its effectiveness to reward those able to secure a healthy number of takedowns, while simultaneously tuning the talent up due to prior changes. Ideally, this will become a great talent pick when facing The Lost Vikings or Murky players.


  • Stacks earned by killing enemy Heroes increased from 2 to 3
  • Only Minions, captured enemy Mercenaries, and Heroes will grant stacks upon death


Superiority

  • This Talent has been removed, and its functionality has been rolled into the revamped Mercenary Lord Talent

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Heroes
    Assassin             Specialist             Support             Warrior



Assassin

Falstad
[image loading]
Developer Comments: Mighty Gust can be a great disengagement tool, but it is often outshined by the pure power of Hinterland Blast. We feel we can bring this Heroic into play more often with some simple tuning changes. Internally, it’s been much more powerful and can even be used as a counter to a hard engagement or aggressive dive teams.
  • Mighty Gust (R)
    • Cooldown decreased from 50 to 40 seconds
    • Slow duration increased from 2 to 5 seconds

Jaina
[image loading]
Developer Comments: The Jaina changes are a result of her being too powerful right now, and we have a secondary goal of increasing the play of Ring of Frost. By reducing the impact of summoning a Water Elemental, Jaina loses some of her burst potential unless she chooses Ring of Frost. Water Elemental is now more focused on producing sustained damage.
  • Ring of Frost (R)
    • Cooldown decreased from 100 to 80 seconds

  • Water Elemental (R)
    • No longer deals damage or Chills at the Water Elemental’s spawn location

Kael'thas
[image loading]
Developer Comments: Prior to these changes, Kael’Thas had a high win rate, but his win rate wasn’t alarming. Instead, we’re focusing on Kael’thas’ current gameplay, as it feels very set in stone and we’d like players to have the option to be creative. We’re smoothing out his power curve and making Pyroblast a more enticing choice.
  • Spell Shield (Talent) removed
  • Arcane Barrier (Talent)
    • Shield duration increased from 3 to 6 seconds

  • Verdant Spheres (Trait) (D)
    • Sunfire Enchantment (Talent)
      • Damage increased from 78 (+16 per level) to 85 (+18 per level)

  • Flamestrike (Q)
    • Damage increased from 74 (+20 per level) to 80 (+22 per level)
    • Mana Tap (Talent)
      • Now restores 5% Mana per target killed, rather than a flat amount

    • Ignite (Talent) removed
    • New Talent (Level 16): Fury of the Sunwell
      • Casting Flamestrike will cause a second Flamestrike to be cast 1 second after the first explodes

  • Living Bomb (W)
    • Damage over time increased from 60 (+18 per level) to 60 (+22 per level)
    • Explosion damage increased from 30 (+9 per level) to 30 (+11 per level)
    • Fission Bomb (Talent)
      • Damage bonus reduced from 75% to 30%
      • Now also increases the explosion radius by 30%

    • Pyromaniac (Talent)
      • Cooldown reduction increased from 1 to 2 seconds per tick

    • Backdraft (Talent)
      • Slow amount increased from 40% to 50%
      • Slow duration reduced from 2.5 to 2 seconds

  • Gravity Lapse (E)
    • Range increased by 25%
    • Gravity Throw (Talent) moved from Level 16 to Level 13

  • Pyroblast (R)
    • Range increased by 20%

Kerrigan
[image loading]
Developer Comments: These changes are intended as a slight buff overall, and to provide Kerrigan with more options. Her level 1 range increase talent was almost always picked, so we made that baseline. Several new talents and mana alterations should allow Kerrigan players to try out some Ravage and Trait based builds.
  • Seasoned Marksman (Talent) removed
  • Focused Attack (Talent) removed
  • Searing Attacks (Talent) removed
  • Sprint (Talent) removed
  • Blood for Blood (Talent) removed
  • New Talent (Level 13): Queen’s Rush
    • Activate to increase Movement Speed by 25% for 4 seconds. Hero Takedowns automatically activate this effect.

  • New Talent (Level 16): Essence for Essence
    • Activate to steal 10% of an enemy Hero’s Health, and gain twice that amount as Assimilation Shields

  • Assimilation (Trait)
    • Lingering Essence (Talent)
      • Assimilation Shield duration increased from 12 to 20 seconds

    • New Talent (Level 7): Assimilation Mastery
      • Increases Health and Mana Regneration by 100% while Assimilation Shields are active

  • Ravage (Q)
    • Damage increased from 50 (+20 per level) to 60 (+22 per level)
    • Mana cost decreased from 75 to 50
    • Clean Kill (Talent)
      • Now also increases the damage dealt by Kerrigan’s next Ravage by 20%

    • Adaptation (Talent)
      • Half of Ravage’s Mana cost is now refunded when jumping to an ally

    • Eviscerate (Talent)
      • Range bonus increased from 25% to 40%

  • Impaling Blades (W)
    • Mana cost increased from 60 to 75

  • Primal Grasp (E)
    • Range increased by 20%
    • Mana cost increased from 50 to 60
    • Cooldown increased from 8 to 10 seconds
    • Damage decreased from 50 (+13 per level) to 40 (+10 per level)
    • Sweeping Grasp (Talent) removed
    • Psionic Pulse (Talent)
      • Damage per second increased from 12 (+2.4 per level) to 15 (+3 per level)

    • New Talent (Level 1): Energizing Grasp
      • Refunds 10 Mana per enemy hit, up to a maximum of 60

  • Maelstrom (R)
    • Damage per second increased from 25 (+2.5 per level) to 30 (+3 per level)
    • Cooldown reduced from 120 to 100 seconds
    • Duration reduced from 9 to 7 seconds

  • Ultralisk (R)
    • Cooldown now begins once the Ultralisk is killed
    • Torrasque (Talent)
      • Ultralisk can now be reborn more than once, so long as the egg isn’t destroyed within 8 seconds of the Ultralisk’s death

Raynor
[image loading]
Developer Comments: Overall Raynor’s win rate is low and using Inspire can feel clunky as it resets your Basic Attack period. These changes should help Raynor feel more responsive to play, while also making him a bit more powerful. We also did a pass at shuffling around and tuning up some of his least picked talents.
  • Basic Attack damage increased from 35 to 40
  • Mercenary Lord (Talent) removed
  • Puttin’ on a Clinic (Talent) moved from Level 13 to Level 7
  • Relentless Leader (Talent) moved from Level 16 to Level 13
  • A Card to Play (Talent)
    • Cooldown reduction per Hero killed increased from 10 to 15 seconds

  • Penetrating Round (Q)
    • Cluster Round (Talent)
      • Damage bonus per target hit increased from 10% to 20%, up to a maximum of 100%

    • Bullseye (Talent)
      • Bonus damage removed
      • Stun duration increased from 1 to 1.5 seconds

  • Inspire (W)
    • No longer places Raynor’s Basic Attack on cooldown

  • Adrenaline Rush (E)
    • Cooldown reduced from 45 to 40 seconds
    • Activated Rush (Talent) removed
    • Fight or Flight (Talent)
      • Now also allows manual activation of Adrenaline Rush
      • No longer removes movement impairing effects, and instead reduces damage taken by 25% for 4 seconds after activating Adrenaline Rush

Thrall
[image loading]
  • Thrall’s Basic Attacks have received improvements in responsiveness, especially when stutter-stepping
  • Thrall’s first Basic Attack after Windfury ends will no longer have an abnormally long weapon period


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Specialist

Abathur[image loading]
Developer Comments: We’ve tuned up some of his weaker talent picks to make them more viable. We really like the level 20 Hivemind talent, but it can feel clunky to use as when allies move out of range, you have to decide whether to cancel and recast it, or stay focused on only a single target. With these changes, Hivemind will be much more fluid to play with and consistent in its effectiveness.
  • Volatile Mutation (Talent)
    • Damage increased from 36 (+7 per level) to 50 (+10 per level)
    • Damage radius increased by 20%

  • Locust Strain (Trait)
    • Survival Instincts (Talent)
      • Locust Health bonus increased from 30% to 50%

  • Symbiote (Q)
    • Carapace (E)
      • Regenerative Microbes (Talent)
        • Healing per second increased from 7 (+2 per level) to 9 (+3 per level)

    • Hivemind (Talent)
      • Now searches for a new Hivemind target every second, rather than only on the first cast
      • The secondary Symbiote target’s Stab and Spike Burst deal half their normal damage, and Carapace grants half its normal Shield amount

  • Toxic Nest (W)
    • Cooldown reduced from 12 to 10 seconds
    • Envenomed Nest (Talent)
      • Bonus damage increased from 50% to 75%

Azmodan[image loading]
Developer Comments: Right now, Azmodan has one competitive build at high levels of play where he stacks Globe of Annihilation (Q) talents. We think this build is a ton of fun, so we didn’t want to negatively impact this build. Instead, we wanted to give Azmodan some other build options. Right now, it’s almost always a mistake to summon one of his Demons and waste your mana. With the new tuning, and the talent changes, the Demons become a legitimate option to use. The Demons start with much more damage than previously, but scale close to what they use to be at higher levels. For players who still plan to go the (Q) build, it’s mostly the same, but we’ve offered a few additional talent choices to make options that best fit your play style. Finally, we are removing some of the Support nature of Healing Ward and Storm Shield from Azmodan. It makes more sense for him to be a greedy character, not someone who can become a hybrid support in the right situation.
  • Healing Ward (Talent) removed
  • Superiority (Talent) removed
  • First Aid (Talent) removed
  • Storm Shield (Talent) removed
  • Mercenary Lord (Talent) moved from Level 7 to Level 4
  • New Talent (Level 4): Sin’s Grasp
    • Activate to deal 115 (+19 per level) damage over 6 seconds to the target enemy Hero; can be cast while channeling All Shall Burn
    • Minion kills each reduce Sin’s Grasp’s 100 second cooldown by 5 seconds

  • New Talent (Level 7): Gluttonous Ward
    • Activate to place a ward that restores 25% of Azmodan’s maximum Health and Mana over 10 seconds

  • General of Hell (Trait) (D)
    • Bound Minion (Talent) moved from Level 4 to Level 7
    • New Talent (Level 20): Forced Recruitment
      • Reduces General of Hell’s cooldown from 30 to 20 seconds
      • Allows Azmodan to store up to two General of Hell charges

  • Globe of Annihilation (Q)
    • New Talent (Level 13): Hedonism
      • Reduces Globe of Annihilation’s Mana cost from 60 to 30

  • Summon Demon Warrior (W)
    • Demon Warrior damage changed from 20 (+3 per level) per second to 40 (+2 per level) per second
    • Enduring Warriors (Talent) removed
    • Blazing Demons (Talent) removed
    • Army of Hell (Talent)
      • No longer increases maximum Demon charges
      • Now increases Demon Warrior damage by 20%, and reduces Demon Warrior's Mana cost from 40 to 20

    • Hellforged Armor (Talent)
      • Now also causes Demon Warriors to deal 10 (+1 per level) damage per second to nearby enemies

  • All Shall Burn (E)
    • Spare Nothing (Talent) removed
    • Master of Destruction (Talent) moved from Level 7 to Level 1
      • Now also increases damage against Structures by 25%

    • New Talent (Level 7): Infused Power
      • All Shall Burn gains an additional charge-up level, increasing its damage by 25%

Nazeebo[image loading]
Developer Comments: We looked at tuning up talents that wouldn’t impact his core Spider build. We’ve reverted some of the Ravenous Spirit nerfs as we saw a large shift from Ravenous to Gargantuan and wanted to see a better mix of the two.
  • M.U.L.E. (Talent) removed
  • Clairvoyance (Talent) removed
  • Sprint (Talent) removed
  • Stoneskin (Talent) removed
  • Hardened Focus (Talent) added at level 16
  • Gidbinn (Talent)
    • No longer increases the Plague of Toads explosion radius
    • Zombie Wall and Corpse Spider duration bonuses increased from 25% to 33%

  • New Talent (Level 13): Thing of the Deep
    • Increases the range for all of Nazeebo’s Basic Abilities by 25%

  • Voodoo Ritual (Trait)
    • Blood Ritual (Talent)
      • Health and Mana restoration bonuses increased from 100% to 125%

  • Zombie Wall (W)
    • Fresh Corpses (Talent)
      • No longer increases Zombie damage
      • Now permanently reduces Zombie Wall’s cooldown by 4 seconds

    • Dead Rush (Talent)
      • Now also increases Zombie damage by 50%

  • Plague of Toads (E)
    • Toads of Hugeness (Talent)
      • Now also increases Toad explosion radius by 20% each time they hop

    • New Talent (Level 7): Toad Affinity
      • Each enemy hit by Plague of Toads restores 5 Mana and reduces its cooldown by 1 second

  • Gargantuan (R)
    • Gargantuan Stomp (R)
      • Animation duration reduced from 1 to 0.5 seconds
      • Hovering the cursor over Gargantuan Stomp on the Ability Hotbar will now display a range indicator

  • Ravenous Spirit (R)
    • Damage changed from 30 (+8 per level) to 25 (+9 per level)
    • Damage radius increased by approximately 22%

Sgt. Hammer[image loading]
Developer Comments: Hammer is one of our lowest win rate characters so we looked at some easy buffs we could make. We feel like she has a great playstyle and wanted to highlight her fantasy more. The increased health will let you be a bit more aggressive and the increased damage will better reinforce her long range, high damage capabilities. Finally, her Siege Mode can be used much more frequently and with less emphasis on securing the perfect location. It’s okay now to Siege up, get a couple shots in, and then get out of danger.
  • Health increased from 720 (+140 per level) to 740 (+150 per level)
  • Artillery (Trait)
    • Damage bonus against distant targets increased from 20% to 30%

  • Siege Mode (E)
    • Cooldown decreased from 5 to 2 seconds
    • Mana cost reduced from 40 to 20

Sylvanas[image loading]
  • Mercenary Lord (Talent) removed

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Support

Brightwing[image loading]
Developer Comments: We like a lot of what the rework did for Brightwing, but overall her healing output went down more than intended. This change will give her back a big portion of the lost healing and should increase her total healing output (tab screen wise) by about 15-20%.
  • Soothing Mist (Trait)
    • Healing increased from 25 (+7.5 per level) to 30 (+9 per level)

Malfurion[image loading]
Developer Comments: Player feedback brought to our attention that this particular level 4 talent on Malfurion was an obvious trap at 20%. While we don’t want to give Malfurion a solid burst healing option, we agreed and have tuned this talent up to 50%. At 50%, and in a vacuum, this talent may still be undertuned, but it eventually adds up to a decent additional amount of healing. Over a sustained period of time, this additional 50% outpaces Protective Shield, for example.
  • Regrowth (Q)
    • Rampant Growth (Talent)
      • Initial Heal bonus increased from 20% to 50%

Rehgar[image loading]
Developer Comments: Bloodlust is rarely picked right now, but we feel like both Heroics are extremely powerful. Without changing anything massive, we’re simply reducing the CD of Bloodlust so it can be used more frequently. We believe if Basic Attack based heroes become more prevalent in the Meta, this Heroic could become dominant, so we’ll be taking a cautious approach.
  • Bloodlust (R)
    • Cooldown decreased from 120 to 90 seconds

Tassadar[image loading]
  • Spell Shield (Talent) removed
  • Oracle (Trait) (D)
    • Cooldown increased from 30 to 40 seconds
    • Mental Acuity (Talent)
      • Cooldown reduction increased from 15 to 20 seconds

  • Plasma Shield (Q)
    • Mana Cost decreased from 60 to 50
    • Minion Bulwark (Talent) removed
    • Reinforce Structure (Talent) moved from Level 4 to Level 1

  • Psi-Storm (W)
    • Mana Cost decreased from 65 to 50
    • Psi-Infusion (Talent)
      • Mana returned per target hit reduced from 7 to 5

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Warrior

Chen[image loading]
  • Flying Kick (Q)
    • Flying Kick is now much more accurate and will hit enemies much more consistently.

Leoric[image loading]
  • Undying (Trait)
    • Many of Leoric’s healing effects during Undying are now half as effective
    • Reanimation (Talent)
      • Health regeneration during Undying decreased from 1.5 to 0.75 Health per second

    • Ossein Renewal (Talent)
      • Heal amount during Undying reduced from 20% to 10% of Leoric’s maximum Health

    • Ghastly Swing (Q)
      • Consume Vitality (Talent)
        • Healing reduced during Undying from 2% to 1% of Leroic’s maximum Health per target hit, capping at 5%

    • Drain Essence (W)
      • Now restores up to 12.5% of Leroic’s maximum Health during Undying, rather than a flat amount (was approximately 10%)
      • Willing Vessel (Talent)
        • Now also increases Drain Essence’s healing to 15% during Undying

  • Skeletal Swing (Q)
    • No longer deals 100% increased damage to structures

Sonya
[image loading]

Developer Comments: Overall, we’re looking to tune Sonya up slightly. With the health increases, she’ll be a bit more tanky. Previously, Whirlwind could be very frustrating to lane against if you didn’t have a stun. With the shift of less healing from minions and more from heroes, this will make Sonya less of a lane bully and more of an effective skirmisher.
  • Health increased from 930 (+210 per level) to 950 (+220 per level)
  • Fury (Trait)
    • Shot of Fury (Talent)
      • No longer dismounts Sonya on activation

  • Whirlwind (E)
    • Healing reduced from 25% to 20% of damage dealt
    • Healing for damage dealt to Heroes has increased from double to triple
    • Life Funnel (Talent)
      • ​Healing bonus decreased from +10% to +5% of damage dealt

Tyrael[image loading]
Developer Comments: Overall, our goal was to make Sanctification a viable Heroic for players. We increased its effectiveness and fixed a few bugs to make the ability more consistent. With the changes, Sanctification can become extremely powerful at countering Wombos or Hard Engage teams, making it an enticing choice over Judgement in certain situations.
  • El’Druin’s Might (Q)
    • After throwing El’Druin, a timer bar will now display on screen to indicate how much time remains before El’Druin’s Might expires
    • New Talent (Level 1): Horadric Reforging
      • Reduces the cooldown for El’Druin’s Might by 3 seconds if it hits an enemy

  • Sanctification (R)
    • No longer requires Tyrael to channel the Ability. All Heroes, including Tyrael, will be invulnerable while within Sanctification’s area of effect
    • Now has a 0.5 second cast time
    • Cooldown increased from 50 to 70 seconds
    • Area of effect radius reduced by approximately 53%

  • Judgment (R)
    • Casting time increased from 0.5 to 0.75 seconds
    • Judgment’s target is now briefly revealed upon casting
    • New art has been added that will better notify the target of an incoming Judgment
    • The distance that an enemy targeted by Judgment must travel beyond the Ability’s maximum cast range in order to interrupt it has been increased by 66%

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Return to Top


Bug Fixes

General
  • The Wonder Billie Mount can now be properly selected for use in Hero League and Custom Games.
  • Fixed a rare issue that could sometimes cause matchmade games to start with fewer than 10 players.
  • Fixed an issue that could cause French AZERTY and German QWERTZ keyboards to revert to using QWERTY keyboard hotkeys.
  • Fixed an issue that could cause a noticeable gamma change for some Mac users.


Art
  • The visual effects preceding Furnace Blast’s explosion will now remain visible while The Butcher is affected by Brightwing’s Polymorph.


Battlegrounds
  • Heroes that are near a Dragon Knight when it is killed will no longer exhibit unexpected movement behavior.
  • Battlefield of Eternity Minions affected by Sylvanas’ Possession will now properly grant vision to the controlling team.
  • Captured Bruiser Mercenary Camps on Battlefield of Eternity will now properly display their respawn timers when mousing over them on the minimap.
  • Fixed a rare issue that could cause Mercenary Camps to permanently vanish on Battlefield of Eternity.
  • Visual effects from Basic Attacks and Hero Abilities against an Immortal are no longer visible through the fog of war.
  • Fixed an issue in which certain movement-based Abilities, such as Kerrigan’s Ravage or Chen’s Flying Kick, could not target the Doubloon Chests on Blackheart’s Bay, or Plant Terror Overgrowths on Garden of Terror.
  • Enemy Heroes within a Dragon Knight or Garden Terror will no longer become unresponsive if that vehicle is killed by Sylvanas’ Unstable Poison.


Heroes and Talents
  • Abathur’s Evolve Monstrosity cooldown will no longer begin counting down when Abathur is killed while a Monstrosity remains alive.
  • Fixed an issue that could allow Abathur to become permanently invulnerable under certain circumstances.
  • Abathur’s Stab and Spike Burst Abilities will now deal the proper amount of damage to Promoted Minions.
  • After learning the Evolution Complete Talent, Abathur’s Monstrosity will no longer retain some of the Minions Absorbed stacks earned by a previous Monstrosity.
  • Casting Abathur’s Ultimate Evolution on Tyrael just as Tyrael is killed will now properly place Ultimate Evolution on a reduced cooldown.
  • Anub’arak’s Web Wrap and Stitches' Gorge will now work properly when used against Unstoppable targets, which is consistent with Zagara's Devouring Maw.
  • Chen’s Flying Kick will now be properly canceled when cast on an enemy that is transitioning between levels on the Haunted Mines.
  • Illidan will no longer fly to the enemy Hall of Storms if the target of The Hunt is killed before the Ability completes.
  • After learning the Wintermute Talent, Jaina’s Water Elemental will now properly mirror her Blizzard casts.
  • Kerrigan's Aggressive Defense Talent now correctly increases the Assimilation Shield amount gained from Basic Attacks and Abilities by 100% when paired with her Fury of the Swarm Talent.
  • Li Li's Cloud Serpent will now attack at the proper speed whether Li Li is moving or standing still.
  • Malfurion's Tranquility will no longer heal him for double the intended amount.
  • Nazeebo’s Gargantuan Stomp tooltip now properly reflects a 5 second Ability cooldown for the Ability.
  • Fixed an issue that could cause the Gargantuan Stomp button to persist on Nazeebo’s Ability Hotbar after his Gargantuan had been killed.
  • Fixed an issue in which Ability effects, such as Giant Killer, Focused Attack, and Zagara’s Envenomed Spines, could be applied while Blinded.
  • Fixed an issue that could prevent Abilities like Brightwing's Soothing Mist or Malfurion's Life Seed from auto-casting during Iceblock, or periods during which players are stunned or silenced.
  • Leoric’s Reanimation Talent will no longer allow him to benefit from enemy Regen Globes during Undying.
  • Fixed a bug that could allow Leoric’s Consume Vitality to heal him for more than the five target maximum during Undying.
  • Fixed a bug that could cause Leoric’s Consume Vitality to trigger multiple times after striking a single target.
  • Murky can no longer use Pufferfish to permanently reveal parts of the fog of war before the match starts.
  • Fixed an issue that could cause Stitches’ Hook to become visually stuck to an enemy Hero and fail to pull the target under certain circumstances.
  • The Butcher’s Savage Charge Talent will now properly apply its damage bonus when using Ruthless Onslaught on an enemy Hero that has less than 50% Health remaining.
  • Ruthless Onslaught will no longer cause The Butcher to continue searching for the target even after losing vision of that Hero.
  • Minions affected by Sylvanas’ Possession will no longer occasionally appear to attack one another.
  • Right-clicking Tassadar as he begins using Dimensional Shift will no longer cause the auto-attack reticule to appear while he is invisible.
  • Tyrael will no longer fly to the enemy Hall of Storms if his Judgment target is killed before the Ability completes.
  • Fixed an issue that could occasionally cause Tyrael's Judgment to fail to cast properly on the intended target.
  • Tyrael's Judgment will no longer affect Heroes inside Zagara's Devouring Maw.
  • Heroes that are struck by Tyrael’s Judgment and another knockback effect, such as The Butcher’s Ruthless Onslaught, in rapid succession will no longer be pushed farther than intended.
  • Fixed an issue in which the following Abilities and Talents were not damaging or destroying Zagara's Creep Tumors:
    • Brightwing's Peekaboo, Diablo's Firestorm (returning fireballs), Johanna's Blessed Hammer, Leoric's Buried Alive, Nova's Railgun, Sgt. Hammer's Napalm Strike (impact damage) and Tychus' Big Red Button (the nuke portion)

  • Casting Zeratul's Void Prison on Forts or Keeps should no longer cause targeting issues for Blackheart’s cannons.


Sound
  • Entering Void Prison while using The Butcher’s Ruthless Onslaught will no longer cause Ruthless Onslaught’s sound effects to loop.


User Interface
  • Takedown and Death counters in Player Profiles have been updated with totals from all previous patches, and will no longer reset with each Heroes patch.
  • The recipient for an incomplete chat message will no longer switch back to Allies upon re-opening the chat box.
  • Most Takedowns As, Most Deaths As, and Games Played statistics will now update correctly when a Hero in the Top 3 is replaced.

Return to Top

Previous General Discussion, June 30 Patch
Writer
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 18 2015 16:45 GMT
#2
Looks like a lot of fun!

Can't wait to try out the Monk!
StrategyAllyssa Grey <3<3
xDaunt
Profile Joined March 2010
United States17988 Posts
August 18 2015 16:58 GMT
#3
Monk is a fucking boss. My build:

1: Transcendence
4: Overtake (or Radiant Dash if stealth)
7: WotHF
10: SSS (DP is for pussies)
13: Spellshield
16: Radiant Dash
20: Transgression
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 18 2015 17:15 GMT
#4
apparently you get diablo if you have ever played diablo 3 before, since I just auto-got him and didn't have to log in. (I don't think I've played d3 since the real auction house went down)
Don't Panic
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 18 2015 17:34 GMT
#5
On August 19 2015 02:15 MotherFox wrote:
apparently you get diablo if you have ever played diablo 3 before, since I just auto-got him and didn't have to log in. (I don't think I've played d3 since the real auction house went down)


Yep, we covered that in the Roundup! There are also other prizes depending on your hero level, etc., in Diablo.

http://us.battle.net/d3/en/blog/19867266/play-diablo-iii-and-reap-the-benefits-in-the-nexus-8-17-2015
StrategyAllyssa Grey <3<3
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 18 2015 17:38 GMT
#6
yeah, I just expected that I'd have to actually log on to diablo before getting it.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 18 2015 17:48 GMT
#7
That's the nice thing about it being based on game license.

Also just played the monk (my first release hero! the queue time was insane for him...). The 'resting lotus bubble' after SSS is really annoying. Means you can't use the invulnerability to buy you time to escape cuz you're just sitting there. Likewise if you catch a hero in SSS it'l be hard to chase them down since you're meditating while they run away.

Tricky skill to use. I also took the reveal on Q and the vision is bigger than the radius of the reveal (or the reveal is bigger than the graphic?), it's a little confusing but still useful against Zeratul.

I wish he had some wave clear, his early laning game is pretty painful =\.
xDaunt
Profile Joined March 2010
United States17988 Posts
August 18 2015 18:17 GMT
#8
Maybe I'm mistaken, but the reveal on Radiant Dash seems larger now on release than it was on the PTR.
Wuster
Profile Joined May 2011
1974 Posts
August 18 2015 18:33 GMT
#9
Maybe that's why the vision expands past the graphical designation now, it does reveal a pretty big area now.
HammerKick
Profile Blog Joined May 2013
France6190 Posts
August 18 2015 18:45 GMT
#10
"Fixed an issue that could cause French AZERTY and German QWERTZ keyboards to revert to using QWERTY keyboard hotkeys."

THANK GOD

I like the patch overall, some of these changes may change how you build those heroes (more sanctification tyraels?).
Well, it's high noon somewhere in the world
Roe
Profile Blog Joined June 2010
Canada6002 Posts
August 18 2015 19:26 GMT
#11
The download is preparing to start...

Can't seem to download anything, and the scan/repair is taking hours.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 18 2015 19:40 GMT
#12
I just realized that it takes 20 matches to get placed in hero league. I'm surprised its this many--- isn't sc2 still just 5?

I guess they need more to make sure it's not just lousy allies/lucky opponents?
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 18 2015 20:25 GMT
#13
On August 19 2015 02:48 Wuster wrote: I also took the reveal on Q and the vision is bigger than the radius of the reveal (or the reveal is bigger than the graphic?), it's a little confusing but still useful against Zeratul.


I think the normal revelation talent has a smaller area than your natural sight, so when you use the Q reveal it looks like more is revealed. I have yet to test the ring between the graphic's extent and your vision for whether it counters stealth there...not sure how I would test it outside of a custom game with a friend, though.
Don't Panic
xDaunt
Profile Joined March 2010
United States17988 Posts
August 18 2015 20:27 GMT
#14
I've had a lot of success taking Radiant Dash against Zeratul and Nova (particularly Zeratul). It is also surprisingly useful for revealing what's going on in bushes near teamfights. In short, Radiant Dash seems to prophylactically solve a lot of problems. I may start taking it in all circumstances.
FeyFey
Profile Joined September 2010
Germany10114 Posts
August 18 2015 21:24 GMT
#15
Just like Peekaboo on Brightwing. Phaseshift build is really fun, but to much predict where the damage will go on her. Monk is a bit more forgiving in that regard.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 18 2015 22:03 GMT
#16
On August 19 2015 01:58 xDaunt wrote:
Monk is a fucking boss. My build:

1: Transcendence
4: Overtake (or Radiant Dash if stealth)
7: WotHF
10: SSS (DP is for pussies)
13: Spellshield
16: Radiant Dash
20: Transgression


Hmm i'm preferring this:
1: Transcendence
4: protective shield
7: breath of heaven
10: SSS or DP (depending on comp a bit and how good team is, SSS is safer always decent)
13: speed bonus on Radiant Dash
16: increased heal on breath of heaven (or the pseudocleanse)
20: storm shield.

His damage talents, except SSS, feel quite lackluster. Overtake gives an ok speed boost but with deadly reach on you attack too fast to stutter step anyway and you want to proc your trait as much as possible typically, rather just attack the tank staying close to my team and using Q for mobility. The attack talent at 7 does alright damage but the animation lasts fairly long so compared to just attacking (where you also activate trait) it's not all that great, plus I prefer using dash defensively often and taking a talent that only has offensive use is not great.
SSS or DP are both fine, DP gets a bit better if the level of play is high I think as people know how to play with it but SSS is a good easy call. Often a bit lackluster though as you either spread your damage over too many heroes or they tend to run out if you don't have accompanying stuns and isolated a target, key to good usage is probably just proccing it on a slow tank with the edge of the ability so you hit him the full 7 times.
Spell shield is alright but the speed boost feels too good to pass on, saves allies and helps position so damn well.
The extra heal talents at 16 combine too well with the lvl 7 talent I think to pass up on that combo and the radiant dash combo feels so lackluster.
SSS upgrade at 20 also feels a bit of an lackluster improvement compared to just having a storm shield.

Overall more support build also feels nice as monk is a fine solo support with it. But even without that the talents just feel better to me than the damage options.
xDaunt
Profile Joined March 2010
United States17988 Posts
August 18 2015 23:09 GMT
#17
On August 19 2015 07:03 Markwerf wrote:
Show nested quote +
On August 19 2015 01:58 xDaunt wrote:
Monk is a fucking boss. My build:

1: Transcendence
4: Overtake (or Radiant Dash if stealth)
7: WotHF
10: SSS (DP is for pussies)
13: Spellshield
16: Radiant Dash
20: Transgression


Hmm i'm preferring this:
1: Transcendence
4: protective shield
7: breath of heaven
10: SSS or DP (depending on comp a bit and how good team is, SSS is safer always decent)
13: speed bonus on Radiant Dash
16: increased heal on breath of heaven (or the pseudocleanse)
20: storm shield.

His damage talents, except SSS, feel quite lackluster. Overtake gives an ok speed boost but with deadly reach on you attack too fast to stutter step anyway and you want to proc your trait as much as possible typically, rather just attack the tank staying close to my team and using Q for mobility. The attack talent at 7 does alright damage but the animation lasts fairly long so compared to just attacking (where you also activate trait) it's not all that great, plus I prefer using dash defensively often and taking a talent that only has offensive use is not great.
SSS or DP are both fine, DP gets a bit better if the level of play is high I think as people know how to play with it but SSS is a good easy call. Often a bit lackluster though as you either spread your damage over too many heroes or they tend to run out if you don't have accompanying stuns and isolated a target, key to good usage is probably just proccing it on a slow tank with the edge of the ability so you hit him the full 7 times.
Spell shield is alright but the speed boost feels too good to pass on, saves allies and helps position so damn well.
The extra heal talents at 16 combine too well with the lvl 7 talent I think to pass up on that combo and the radiant dash combo feels so lackluster.
SSS upgrade at 20 also feels a bit of an lackluster improvement compared to just having a storm shield.

Overall more support build also feels nice as monk is a fine solo support with it. But even without that the talents just feel better to me than the damage options.

I generally agree that the Monk's damage comes from SSS more than any other talent. I also kinda agree on Overtake. Like my earlier comments, I think that Foresight is a great pick here for a variety of reasons -- especially against stealth. Where I really don't agree with you is at Level 13. I think Spell Shield is necessary for him to survive teamfights. None of the other talent options there are that compelling. I also think that you're greatly underestimating WotHF. That's a great talent for securing kills because it is not affected by blinds/evasion and it can hit people while the Monk is on the move. You basically aren't a threat without it. The double heal talent is good, but again, it is highly dependent upon the Monk staying near the targets that he's trying to heal. This may take the Monk out of the fight for longer than he'd want in some situations.

As for SSS, I'm starting to think that it is simply better than DP in most circumstances. There are so many cool plays that you can make with it that are more game changing than DP. We'll see though.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 18 2015 23:19 GMT
#18
On August 19 2015 08:09 xDaunt wrote:
Show nested quote +
On August 19 2015 07:03 Markwerf wrote:
On August 19 2015 01:58 xDaunt wrote:
Monk is a fucking boss. My build:

1: Transcendence
4: Overtake (or Radiant Dash if stealth)
7: WotHF
10: SSS (DP is for pussies)
13: Spellshield
16: Radiant Dash
20: Transgression


Hmm i'm preferring this:
1: Transcendence
4: protective shield
7: breath of heaven
10: SSS or DP (depending on comp a bit and how good team is, SSS is safer always decent)
13: speed bonus on Radiant Dash
16: increased heal on breath of heaven (or the pseudocleanse)
20: storm shield.

His damage talents, except SSS, feel quite lackluster. Overtake gives an ok speed boost but with deadly reach on you attack too fast to stutter step anyway and you want to proc your trait as much as possible typically, rather just attack the tank staying close to my team and using Q for mobility. The attack talent at 7 does alright damage but the animation lasts fairly long so compared to just attacking (where you also activate trait) it's not all that great, plus I prefer using dash defensively often and taking a talent that only has offensive use is not great.
SSS or DP are both fine, DP gets a bit better if the level of play is high I think as people know how to play with it but SSS is a good easy call. Often a bit lackluster though as you either spread your damage over too many heroes or they tend to run out if you don't have accompanying stuns and isolated a target, key to good usage is probably just proccing it on a slow tank with the edge of the ability so you hit him the full 7 times.
Spell shield is alright but the speed boost feels too good to pass on, saves allies and helps position so damn well.
The extra heal talents at 16 combine too well with the lvl 7 talent I think to pass up on that combo and the radiant dash combo feels so lackluster.
SSS upgrade at 20 also feels a bit of an lackluster improvement compared to just having a storm shield.

Overall more support build also feels nice as monk is a fine solo support with it. But even without that the talents just feel better to me than the damage options.

I generally agree that the Monk's damage comes from SSS more than any other talent. I also kinda agree on Overtake. Like my earlier comments, I think that Foresight is a great pick here for a variety of reasons -- especially against stealth. Where I really don't agree with you is at Level 13. I think Spell Shield is necessary for him to survive teamfights. None of the other talent options there are that compelling. I also think that you're greatly underestimating WotHF. That's a great talent for securing kills because it is not affected by blinds/evasion and it can hit people while the Monk is on the move. You basically aren't a threat without it. The double heal talent is good, but again, it is highly dependent upon the Monk staying near the targets that he's trying to heal. This may take the Monk out of the fight for longer than he'd want in some situations.

As for SSS, I'm starting to think that it is simply better than DP in most circumstances. There are so many cool plays that you can make with it that are more game changing than DP. We'll see though.


Hmm I'm not a fan of spellshield typically on melee heroes though as it get's procced by random stuff so much on them. And by not taking WotHF you can position safer and you have the speed bonus at 13 to help allies more safely and get out. Problem I have with WotHF is that it interferes too often with where you want to be, since you have aoe heal on W and with transcendence you just want to stay in the middle of your team I feel, taking WotHF and going after them worsens your other overall healing too much I think. Without the level 16 talents i'd consider taking WotHF over breath of heaven talent but the lvl 16 talents put the double heal over the top imo.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 19 2015 01:08 GMT
#19
"Any player who manages to rid the Nexus of 50 pesky Treasure Goblins during the Eternal Conflict event will receive a special portrait reward for their heroism!"

When does the Eternal Conflict end? Just trying to figure out how many games I'll need to play per day/ week, starting now, to get to the 50 Goblins.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Nuclease
Profile Joined August 2011
United States1049 Posts
August 19 2015 01:29 GMT
#20
On August 19 2015 04:40 MotherFox wrote:
I just realized that it takes 20 matches to get placed in hero league. I'm surprised its this many--- isn't sc2 still just 5?

I guess they need more to make sure it's not just lousy allies/lucky opponents?


I think they're trying to ensure that you don't get placed erroneously after having such a cluster fuck on their hands up until now in terms of ranking not corresponding to MMR.

Once the player base is larger it will be easier to place people.
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 19 2015 01:53 GMT
#21
What the fuck Tyreal. Sanctification is now really, really powerful.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-08-19 01:55:15
August 19 2015 01:54 GMT
#22
Really like the direction they are going to.
Kerri needed a rework, and going for her trait is a nice touch.
Aba was already in good spot (design-wise) but they proved to me that they can make even Tyrande better. I do believe he becomes more flexible now.
Balance tweaks for weak talents and heroes, and nerfs to the strongest ones are always welcome too.
Responsiveness improvements are also a big deal, lets not forget how much it makes the game better just because its on Thrall and Chen
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 04:49 GMT
#23
There are a lot of monks misusing their ults out there, including myself. I think I only hit about 50% of my divine palm opportunities tonight, and I have yet to see a SSS in a real game go well for the opposing monk. [I have not been taking SSS in any of my games]
Don't Panic
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
August 19 2015 07:45 GMT
#24
On August 19 2015 04:40 MotherFox wrote:
I just realized that it takes 20 matches to get placed in hero league. I'm surprised its this many--- isn't sc2 still just 5?

I guess they need more to make sure it's not just lousy allies/lucky opponents?


Well 5 matches and you can get into diamond I think.

But variance in Heroes of the Storm is much higher due to to being reliant on teammates, so you need a larger dataset to accurately asses your skill in Heroes.
Slayer92
Profile Joined March 2015
29 Posts
Last Edited: 2015-08-19 10:14:12
August 19 2015 09:24 GMT
#25
All of sudden gazlowes in all of my HL games, must be MMR related. Also nice to get a free diablo, would've been nice to get 7k coins if you already had him though.
http://us.battle.net/heroes/en/forum/topic/18596063116
+ Show Spoiler +
I went in at rank 30.
- started playing a few weeks ago
- was at 50% w:l

I won 12/20 of my games.
I am placed at rank 50.


Looks promising.
lestye
Profile Blog Joined August 2010
United States4163 Posts
August 19 2015 11:26 GMT
#26
On August 19 2015 18:24 Slayer92 wrote:
All of sudden gazlowes in all of my HL games, must be MMR related. Also nice to get a free diablo, would've been nice to get 7k coins if you already had him though.
http://us.battle.net/heroes/en/forum/topic/18596063116
+ Show Spoiler +
I went in at rank 30.
- started playing a few weeks ago
- was at 50% w:l

I won 12/20 of my games.
I am placed at rank 50.


Looks promising.

I'm not a fan of that. The Diablo promotion was months and months after WoW/Hearthstone promotion. And its a hero in several of the bundles, including the one they extensively promoted to buy access to the game.

It would have been nice if i was bonus gold instead.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
ETisME
Profile Blog Joined April 2011
12414 Posts
August 19 2015 11:44 GMT
#27
can't believe the asia server is still not patched but the patch note etc are all up on the launcher (and somehow the demon Tyreal skin is up but not with the new sanctification.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 12:07 GMT
#28
Does anyone know if rank 50-40 are still gimmes? [ie- you can't de-rank at those ranks]
Don't Panic
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
August 19 2015 13:04 GMT
#29
Man, I'd really wanted to enjoy this patch.

So far, I've absolutely hated playing both my mains.


KT is just a complete shadow of his former self. Probably low tier at best. The new CC bot role just doesn't fit him.


Nazeebo is in a much better state than KT, but I found myself missing Sprint in every single game I played him more than once. Taking backdoor ability away from Naz makes him explicitly a worse version of Zagara.


However, it was fun playing Thrall again. Leoric still seems super strong, and Khara is very very good.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
August 19 2015 13:12 GMT
#30
Wow Sergeant Hammer buffed so hard :O. 2 second siege sounds amazing.

Tyreal gets omniknight ultra now . Good thing since the old version was terrible.

Why the nerf on Tassadars oracle?? I liked the racing archon build.

Just as I bought Leoric he gets nerfed . Same thing happened to me with Brightwing. I wish they would refund gold like they do with card changes in hearthstone.

Neosteel Enthusiast
Slayer92
Profile Joined March 2015
29 Posts
August 19 2015 13:16 GMT
#31
Kael is still retardedly strong, his damage just isn't pants on the head retarded anymore. I don't know how anyone could've thought that massive range+living bomb on top of the already good damage was balanced.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
August 19 2015 13:23 GMT
#32
We did a little thingie on the patch from Xingua here also we're doing a bracket contest for MSI MGA next weekend where the grand prize is an MSI PC here. It's single elim so you don't have THAT many choices for this sort of thing.

JUST, YOU KNOW, A HEADS UP.
@RealHeyoka | ESL / DreamHack StarCraft Lead
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-19 14:16:49
August 19 2015 13:59 GMT
#33
might mean we see hammer again as the poke heh, with Kael not being a ranged nuke thrower. Kerrigan is fun with her Mana talents. Can Waveclear with Skills without worrying about Mana now.
xDaunt
Profile Joined March 2010
United States17988 Posts
August 19 2015 14:08 GMT
#34
Yeah, there's nothing wrong with Kael. He can still carry with Living Bomb/Chain Bomb builds. You're just doing it wrong if you spec for Flamestrike now.
Ramiz1989
Profile Joined July 2012
12124 Posts
August 19 2015 14:10 GMT
#35
On August 19 2015 22:12 FueledUpAndReadyToGo wrote:
Just as I bought Leoric he gets nerfed . Same thing happened to me with Brightwing. I wish they would refund gold like they do with card changes in hearthstone.

But Leoric is nerfed the right way, he isn't destroyed with nerfs, just his trait is weaker that was too good to begin with. I am playing quite a bit of Leoric and I'm happy to see these nerfs.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 19 2015 14:38 GMT
#36
This ranked reset has made me not want to play Hero league until they put bans in. Leoric and Sylvanas are both completely broken on certain maps and random lowbies can't handle Illidan with The Hunt because they're always out of fucking position.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 14:48:05
August 19 2015 14:47 GMT
#37
I don't like having half my hero league screen taken up by team league--- something I'm unlikely to enter now since most of my RL friends have gotten bored with & moved on from heroes.
Don't Panic
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
August 19 2015 14:52 GMT
#38
Team League last night, we were raping until lvl 13 when KT took chain bomb. Basically KT and the monk in his team carried their team to victory. It was frustrating as hell. He's not a nuker like before but imho he is stronger than before.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 15:25 GMT
#39
On August 19 2015 10:53 deth2munkies wrote:
What the fuck Tyreal. Sanctification is now really, really powerful.


to quote kendrick, I'm lovvvving it!
Don't Panic
Slayer92
Profile Joined March 2015
29 Posts
Last Edited: 2015-08-19 15:53:37
August 19 2015 15:47 GMT
#40
On August 20 2015 00:25 MotherFox wrote:
Show nested quote +
On August 19 2015 10:53 deth2munkies wrote:
What the fuck Tyreal. Sanctification is now really, really powerful.


to quote kendrick, I'm lovvvving it!

Is there any way to make your team right click 0.5seconds and actually enter it?
Or not walk out of it for no apparent reason.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 19 2015 16:22 GMT
#41
So I hate to be that guy but I'm new to the game and I just play, I haven't lurked on forums, much less posted there, and I have the definite feeling that they release new heroes OP to some extent (sometimes very OP, other times just slightly). This time around the monk has been fucking my shit while being hard to kill and healing a lot and often. Previously Leoric fucked my shit and while it's possible to adapt I think it's hard to argue that the new heroes are very strong.

Is there an general opinion about this? I feel like Blizzard's plan is (somewhat understandably?) to release heroes that are very strong and to subsequently nerf them after people have bought them for a rise. Or is that opinion frowned upon by the people who think blizzard can do no wrong?

I'm posting this at the risk of sounding whiny, because it has been 2 days now and Monk has made it really hard to get anything done around him. He's super good alone, even better in small groups, and a fucking monster in team fights, being excellent across the board with good speed, mobility, offensive and defensive capabilities... Why the fuck would anyone play something like Tyrande over him, the cons are too much. And it deals more damage than many assassins, too.

And if people don't find some kind of way to work around the very powerful new character, he'll be nerfed by the time the next very powerful hero gets released. Am I just a whining communist or?

Cheers
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 16:35:35
August 19 2015 16:32 GMT
#42
I've been playing the monk for a week now on PTR and a bunch of QM games yesterday.

The monk has weak burst heal outside of his ult, which is very difficult to land. He is also fairly squishy and prone to diving to the front line of fights--- a short stun and focus fire can wreck him pretty handily. Catching him alone is especially good--- if he doesn't have any allies behind him, he can not jump backwards.

As far as new characters being very good, I think it would be more accurate to say that new characters haven't been very bad for a while. Butcher felt about right in terms of quality--- once you know his mini-game, he's fairly easy to counter. But every new hero will have a big advantage in being obscure to a large number of players. In the monk's case, for instance--- allies in my games frequently don't even know that I have divine palm, and are surprised when they don't die. Some smart enemies even know how to stop attacking for a few seconds in order to secure kills that would otherwise be saved by palm.
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 16:43:15
August 19 2015 16:38 GMT
#43
Also, I don't think most monk players out there are used to playing support, or don't know how to leverage their w properly. I've been routinely doing 20k more healing in all QM games I play than the monk on the other team, even when they are taking all the same healing talents I am. This might explain the character's current relatively low win-rate across almost all leagues in hotslogs.
Don't Panic
Slayer92
Profile Joined March 2015
29 Posts
Last Edited: 2015-08-19 16:43:41
August 19 2015 16:42 GMT
#44
On August 20 2015 01:38 MotherFox wrote:
Also, I don't think most monk players out there are used to playing support, or don't know how to leverage their w properly. I've been routinely doing 20k more healing in all QM games I play than the monk on the other team, even when they are taking all the same healing talents I am.

May be true, may not be true. It's really hard to top those healing numbers when your teammate decides to die in a global or 2. Same goes for damage and tanking numbers, sure you may have done a lot of damage, but no one really cares if it was some poke that got shrugged off etc.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 16:50:12
August 19 2015 16:45 GMT
#45
On August 20 2015 01:42 Slayer92 wrote:
Show nested quote +
On August 20 2015 01:38 MotherFox wrote:
Also, I don't think most monk players out there are used to playing support, or don't know how to leverage their w properly. I've been routinely doing 20k more healing in all QM games I play than the monk on the other team, even when they are taking all the same healing talents I am.

May be true, may not be true. It's really hard to top those healing numbers when your teammate decides to die in a global or 2. Same goes for damage and tanking numbers, sure you may have done a lot of damage, but no one really cares if it was some poke that got shrugged off etc.


Nothing more frustrating than playing support with bad players. I never know how to try and carry--- I guess with the monk I at least have solo gank options, unlike most other supports.

As far as non-useful healing, I feel like the main category of this is supports who heal when someone is out of mana//obviously going to hearth soon. Unless you are saving their life, the only thing you are doing is boosting your stats while wasting resources. I suspect the healing gap between me and other monks is that I've seen lots of monks trying to go it solo, and that 20k probably is the difference between healing just themselves most of the time and healing yourself AND a teammate or two.
Don't Panic
zlefin
Profile Blog Joined October 2012
United States7689 Posts
August 19 2015 17:05 GMT
#46
Observations so far:
Pyroblast didn't seem good in bot games. The extra cast range is nice, but 2 seconds to cast is still a long time, it would often cancel against an opponent that was running away, or if they're moving forward they get dangerously close in those 2 seconds. The zoning and damage of phoenix is still awesome and better. Also there's still several things that nullify pyroblast.

Merc lord, seems a touch weak, still needs testing though. The loss of tower resistance makes it much weaker as a backdoor tool. It really requires a different playstyle than normal. Normally the plan with mercs is more often to release them and rely on their pressure to keep the enemy busy while you take objectives elsewhere. With this you really have to be pushing with them to get value; but if you have a local disadvantage in number of heroes, the mercs dont' provide enough cover to keep you alive, and there's still a lot of high damage heroes around that can clear mercs pretty fast.

The Raynor changes definitely shift things around a fair bit, will take awhile to see how they shake out due to the subtlety. Good fun so far.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Wuster
Profile Joined May 2011
1974 Posts
August 19 2015 17:15 GMT
#47
On August 20 2015 01:22 Djzapz wrote:
So I hate to be that guy but I'm new to the game and I just play, I haven't lurked on forums, much less posted there, and I have the definite feeling that they release new heroes OP to some extent (sometimes very OP, other times just slightly). This time around the monk has been fucking my shit while being hard to kill and healing a lot and often. Previously Leoric fucked my shit and while it's possible to adapt I think it's hard to argue that the new heroes are very strong.

Is there an general opinion about this? I feel like Blizzard's plan is (somewhat understandably?) to release heroes that are very strong and to subsequently nerf them after people have bought them for a rise. Or is that opinion frowned upon by the people who think blizzard can do no wrong?

I'm posting this at the risk of sounding whiny, because it has been 2 days now and Monk has made it really hard to get anything done around him. He's super good alone, even better in small groups, and a fucking monster in team fights, being excellent across the board with good speed, mobility, offensive and defensive capabilities... Why the fuck would anyone play something like Tyrande over him, the cons are too much. And it deals more damage than many assassins, too.

And if people don't find some kind of way to work around the very powerful new character, he'll be nerfed by the time the next very powerful hero gets released. Am I just a whining communist or?

Cheers


I think what MotherFox said is closer to the truth. If a hero's viable, then when it's released everyone has to adapt. That gives the hero an advantage that might not hold up (see Thrall, although he was also nerfed, some people found him manageable even before that though).

I started playing when Jaina was released and she was not considered very good then (if you get a chance to look at builds people have been using with her, it's changed drastically over time; plus she got a pretty big buff in between). It was also when Azmodan and Anub'arak were still new and not considered particularly good (other than people crying about Azmodan's unstoppable push power).

Now, KT and TLV were definitely overpowered on release, so I can see why people think Blizzard is releasing OP heroes (to be fair, Blizzard said time and time again they suspected TLV were going to need nerfs, but their skill cap was too high to reach in internal testing).

As for the Monk, I think once you realize he has no AoE, no CC, no team buffs/debuffs (say Tyrande's Hunter's Mark or Trueshot Aura) and a very low hp pool that he really does have downsides. I've been playing the Monk this week and been experimenting trying to figure out which characters I can duel and which ones I can't. I really have no idea and neither do most people. So we're all just committing to fights without knowing what to expect. It seems premature to base his power level off that, even if some of those fights turn out one-sided for the Monk.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 19 2015 17:29 GMT
#48
Alright then, I'll keep an open mind. Was harder though when Leoric was released, he'd just die in our base and destroy forts and there's nothing we could do about it. And then he was also doing a shitload of damage while tanking like a pro... workarounds were a lot harder than just playing that setup, anyway at my level.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 17:42 GMT
#49
Leoric on release also had some bug issues, like he could do % damage/heal to dragon knights and garden terrors.
Don't Panic
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
August 19 2015 19:14 GMT
#50
Well Kerrigan is fun again, the trait talents are quite solid when put together.
The lvl 7 talent helps a lot with mana regen, lvl 13 allows you to start building up shields and lvl 16 doubles the amount you get. One combo on a creep wave at 16 and you're nearly at full shields, which equals to 5.8k health total (2.2k shields) at lvl 20. Having a Kharazim next to you also really helps.

Also managed to win a 1v1 against Valla who threw everything at me and I managed to barely scrap out a win thanks to all the shields I was getting from whacking her.

I don't really get Queen's Rush though. It's only 25% (compared to 75% from Sprint) and although it activates on a takedown, how helpful is that really? If a hero is weak enough to chase, you could always Ravage to them and with only 25% it doesn't really do all that much.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Ramiz1989
Profile Joined July 2012
12124 Posts
August 19 2015 19:28 GMT
#51
On August 20 2015 04:14 Thezzy wrote:
I don't really get Queen's Rush though. It's only 25% (compared to 75% from Sprint) and although it activates on a takedown, how helpful is that really? If a hero is weak enough to chase, you could always Ravage to them and with only 25% it doesn't really do all that much.

Yeah, I've found Queen's Rush to be a really lackluster talent, some other choices at that tier are definitely better.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-08-19 20:51:10
August 19 2015 20:34 GMT
#52
I think Djzapz is right. Of course the Butcher had weaknesses, a melee assassin with that much potential couldn't work without some solid way to counter play. And he was the weakest hero released since Open beta.
Butcher was about right while Johanna, Jaina (specially after the chill on structures patch), Leoric, Lost Vikings and Kaelthas used to be or still are too strong.

Blizzard mentioned they are not scared to release powerful abilities since they can fix later. This is great because it allows them to push the limits of the gameplay. But at this point im pretty sure they are not even trying to release the heroes in a balanced state. They are probably trying to release each hero very strong to boost sales. They can just nerf broken stuff later.

Sylvanas and butcher, the most balanced hero releases since open beta, were above average, all others were too strong (nerfing them makes the game better). Ideally all heroes are released in a balanced state, but i don't think its a big deal, there are even some good gameplay points to release them strong. New heroes must be picked and tested, if they miss the balance bar to the weak side nobody buys them and thus nobody plays them and they are never showcased by pros (i even uderstand why they don't tell us that).

However i think its too early to ask why you ever pick Tyrande. I don't think thats the case, she is quite good herself and quite different wich makes it hard to compare.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 20:45 GMT
#53
Yeah, I wouldn't compare the monk to tyrande--- the monk's healing is quite a bit better, and tyrande's ability to amp damage and do a ranged stun is phenomenal.
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 21:36:22
August 19 2015 21:11 GMT
#54
You know, he's actually almost more comparable to rehgar. With one target the monk's w heals more than rehgar's q does with 2 targets at most levels.

All Rehgar's numbers are for himself plus two targets. I'm assuming a build of SWG/feral heart/earth shield/ancestral/healing surge/tidal waves/storm shield


All Monk's numbers are for himself plus one adjacent teammate. (breath of heaven) I'm assuming the build I've been using in QM with great success: trans/lvl 4 flex/echo of heaven/divine palm/ lvl13 flex /circle of life/storm shield

level 1:

Rehgar- 20 + 6.2 per level (per second) (2 targets + rehgar)
Monk- 32.5+44 per level (per second) (1 target + monk himself)

level 7: (Monk takes echo of heaven)
Monk increases to 48.75 + 8.25 per level (per second)

level 13: Rehgar takes healing surge (at this point I assume rehgar can hit with all three healing bounces)
rehgar increases to 27.5 + 8.5 per level (per second)

level 16: rehgar takes tidal waves, monk takes circle of life
rehgar increases to 41.25 + 12.8333 per level (per second)
monk increases to 55.25 + 9.35 per level (per second)

So Rehgar doesn't really catch up on healing until level 16. And I think these numbers are pretty slanted towards rehgar: he won't always have two or three targets for healing, and the monk certainly won't always have only one other teammate near him for healing.

It's not quite as clean cut as this obviously--- ancestral is much easier to use than divine palm in general, though maybe in some circumstances divine palm is easier. But in general on paper it seems like the monk outheals one of the best healers in the game? I didn't even take into account transcendence, which may or may not heal a significant amount depending on how much you get zoned out of combat.

edit-> I also overlooked earth shield vs protective shield/healing ward. Obviously earth shield has a ton more damage soaking over time, but this is a difficult thing to compare since the shields on earth shield won't be in use all the time. I'm not sure how to directly compare them.
Don't Panic
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
August 19 2015 21:19 GMT
#55
The new Hammer is really powerful o.0 Hurts like a motherfucker.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 19 2015 21:58 GMT
#56
On August 20 2015 06:11 MotherFox wrote:
You know, he's actually almost more comparable to rehgar. With one target the monk's w heals more than rehgar's q does with 2 targets at most levels.

All Rehgar's numbers are for himself plus two targets. I'm assuming a build of SWG/feral heart/earth shield/ancestral/healing surge/tidal waves/storm shield


All Monk's numbers are for himself plus one adjacent teammate. (breath of heaven) I'm assuming the build I've been using in QM with great success: trans/lvl 4 flex/echo of heaven/divine palm/ lvl13 flex /circle of life/storm shield

level 1:

Rehgar- 20 + 6.2 per level (per second) (2 targets + rehgar)
Monk- 32.5+44 per level (per second) (1 target + monk himself)

level 7: (Monk takes echo of heaven)
Monk increases to 48.75 + 8.25 per level (per second)

level 13: Rehgar takes healing surge (at this point I assume rehgar can hit with all three healing bounces)
rehgar increases to 27.5 + 8.5 per level (per second)

level 16: rehgar takes tidal waves, monk takes circle of life
rehgar increases to 41.25 + 12.8333 per level (per second)
monk increases to 55.25 + 9.35 per level (per second)

So Rehgar doesn't really catch up on healing until level 16. And I think these numbers are pretty slanted towards rehgar: he won't always have two or three targets for healing, and the monk certainly won't always have only one other teammate near him for healing.

It's not quite as clean cut as this obviously--- ancestral is much easier to use than divine palm in general, though maybe in some circumstances divine palm is easier. But in general on paper it seems like the monk outheals one of the best healers in the game? I didn't even take into account transcendence, which may or may not heal a significant amount depending on how much you get zoned out of combat.

edit-> I also overlooked earth shield vs protective shield/healing ward. Obviously earth shield has a ton more damage soaking over time, but this is a difficult thing to compare since the shields on earth shield won't be in use all the time. I'm not sure how to directly compare them.


Monk does seem like a better version of rehgar yes although it has to be said rehgar's heal is much less likely to be wasted. Kharazim always heals himself and typically just 1 ally while rehgar has much nicer range on him and can do good healing even if he is full himself.
Ancestral healing is also much better than divine palm i feel. Both have tricky timing issues, ancestral is oftne too late, divine palm often too early. Perhaps divine palm is a bit easier to time even. However Divine palm heals far less (600 +140*level vs 500+100*level) and divine palm has that stupid ~2 second statis after it's used. On the retreat for example divine palm can be goddamn awful as the one you save is stuck and often immediately killed again afterwards. And on offense it often puts your damage dealer out of action and let's them retreat plus or hit good combo's afterwards.
Sevensided strike is the choice for monk I feel because of these limitations of divine palm, it often does lackluster damage as people tend to use it in teamfights and just do spread out damage which is consequently healed very easily. But if you position properly (and have allies land a stun) you can aim to hit just 1 or 2 guys and then it's great. Plus it's a nice saving tool, if you get focussed you can just activate it very nice to prevent incoming combo's.

Overall kharazim seems to heal more than monk and do more damage but he has worse waveclear and less cc (although that of rehgar is terrible too). Rehgar has better single target heal though if you really need to keep something alive but overall I think monk is better and probably top support now along with malf who is least hurt by the cleanse nerf.

One tricky thing though, because kharazim is useless for ganking and has terrible waveclear i think you really want to go 3-1-1 with him often. He is very powerful early in a push comp as his early healing is very high and he really wants to pair up in lane, whereas rehgar and malf can solo hold a lane much better.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-19 22:22:29
August 19 2015 22:20 GMT
#57
Oops-- I was going from heroesfire, which says palm does 600+100/lvl. That's why I thought they had practically the same healing.

It does end up being kind of the same, except on tanks.


I agree wholeheartedly on the waveclear point--- khar has very poor waveclear. Malf is probably best on this count(moonburn is pretty good).

Overall this makes me pleased with khar, though. He has a good array of abilities with good opportunity costs over the other supports.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 19 2015 22:23 GMT
#58
Kharazim seems ok at ganking because his E is a ton of burst (especially on a CC-ed target) and his Q lets you follow-up on escape attempts and jump in from out of vision.

I was playing with a Kerrigan yesterday and anytime I saw her land combo I could instantly jump in and unload. Got a lot of ganks like that, but any assassin could. I guess the real value is gaining that potential from the support spot (but even Uther / Tyrande can chain-CC and let Kerrigan do the job herself). I'll just say he's not gimped when it comes to roaming... now waveclear, that's just painful. Especially annoying since Deadly Reach / Way of the Hundred Fists are aoe attacks in D3.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 22:24 GMT
#59
I think more specifically, kharazim has chase. Like, if a fight is ending and someone is slinking away behind a fort with a sliver of life, kharazim can easily get in, finish the guy, and get out. Neither malf nor rehgar can do that very safely.
Don't Panic
Garbels
Profile Joined July 2010
Austria653 Posts
August 19 2015 22:25 GMT
#60
After 4 QM games all with 2 monks I cant wait to finally get healed by one.
I feel for ranged DDs in QM its best to spec like you have no healer for a few days.
SChlafmann
Profile Joined September 2011
France725 Posts
August 19 2015 22:37 GMT
#61
Well, I played only a few games, but Kharazim seems so OP to me atm. In each game he had around twice the healing amount of Malfurion.

Also, i might be wrong, but his ulti is a mix of Reghar and Uther one : invincible for a few sec (am I right? There is a short time of invincibility?), then crazy high heal.

Can't wait for next patch for the nerf, like every time a new heroe is released

Here was my QQ, cya tomorrow folks.
"More GG, more skill" - Nope! Chuck Testa - #BISU2013
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 19 2015 22:38 GMT
#62
Divine shield is useful even when a hero is at full life.

But yes, this ability is a very clever combination of divine shield and ancestral.
Don't Panic
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 19 2015 22:43 GMT
#63
On August 20 2015 07:37 SChlafmann wrote:
Well, I played only a few games, but Kharazim seems so OP to me atm. In each game he had around twice the healing amount of Malfurion.

Also, i might be wrong, but his ulti is a mix of Reghar and Uther one : invincible for a few sec (am I right? There is a short time of invincibility?), then crazy high heal.

Can't wait for next patch for the nerf, like every time a new heroe is released

Here was my QQ, cya tomorrow folks.


Yeah I noticed that too. He's damn good at healing, and is pretty strong and quick too.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Kotreb
Profile Joined June 2011
Croatia1392 Posts
August 19 2015 22:47 GMT
#64
So, is there any way to play monk as DD successfully? Kinda disheartened that he's only viable as support
If you don't sin Jesus died for nothing.
Wuster
Profile Joined May 2011
1974 Posts
August 19 2015 23:15 GMT
#65
On August 20 2015 07:47 Kotreb wrote:
So, is there any way to play monk as DD successfully? Kinda disheartened that he's only viable as support


If there is I suspect you'll be taking Insight and not Iron Fists as that seems really lack luster. Then again, you might still want Transcendence since you're going to be a sustain damage dealer type (like Illidan).

By the way, I just read Dreadnaught's write up on Kharazim and he bought up a good point about Wayl of the Hundred Fists, it changes the strike from an auto to a special, so you don't get that instant stack for his trait (plus I'm pretty sure the animation prevents you from auto-ing during that time). So, I'm starting to wonder just how severe the trade-off for this talent is going to be.

I read on Reddit that his fists light up to show you his trait progress, I'll have to turn up my graphics settings, but that sounds awesome.

Also awesome, I just noticed that the icon for Transcendence has the same leaf that Lili has to show you who gets Healing Brew.
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
August 20 2015 11:11 GMT
#66
Compositions tailored around monk/melee combat are really, really strong. Adding in Abathurs to the equation is a real difficult thing to deal with: Monk/Abathur/Illidan is a great thing now, if you add in someone like Anub'arak and Kael'Thas.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-20 12:12:20
August 20 2015 12:11 GMT
#67
throw in Raynor for even more attack speed haha. I think they made the Monk a bit to good at supporting too though, seems like they put good parts of every healer in there and improved them. But Mawing Heroes with the revive ult on is fun.

Oh Goblin hunt seems to be going smoothly I see them more rarely now.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
August 20 2015 15:51 GMT
#68
Did some playing with sgt hammer; still doesn't seem good enough. Though it was somewhat hard to tell as some games were lost simply due to bad team. The issues with hammer still seem like they used to: siege range doesn't outrange foes by enough to be strong; a lot of chars have nukes/stuns which outrange siege mode, and even if they don't, they do enough damage for them to walk in nuke and walk out with a favorable trade; the basic abilities have pretty low damage AND short range, so they often do nothing against a ranged foe;
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Swisslink
Profile Joined March 2011
2953 Posts
August 20 2015 16:15 GMT
#69
On August 20 2015 07:37 SChlafmann wrote:
Well, I played only a few games, but Kharazim seems so OP to me atm. In each game he had around twice the healing amount of Malfurion.

Also, i might be wrong, but his ulti is a mix of Reghar and Uther one : invincible for a few sec (am I right? There is a short time of invincibility?), then crazy high heal.

Can't wait for next patch for the nerf, like every time a new heroe is released

Here was my QQ, cya tomorrow folks.


I kinda feel the opposite way. Kharazim seems insanely weak to me. So far every hero league game I played, the team with Kharazim lost. Or at least he doesn't work as a single healer at all. Yes, his healing numbers are insanely high, but in a fight, I think he does pretty damn poorly.
Might work with a 2nd supporter though (haven't done that yet), because his overall heal is really strong.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 20 2015 16:24 GMT
#70
On August 20 2015 21:11 FeyFey wrote:
throw in Raynor for even more attack speed haha. I think they made the Monk a bit to good at supporting too though, seems like they put good parts of every healer in there and improved them. But Mawing Heroes with the revive ult on is fun.

Oh Goblin hunt seems to be going smoothly I see them more rarely now.


I've seen them in 8/8 of my games since the patch, but maybe because I've been mostly playing in the mornings (where I guess it's more likely for it to be someone's first game of the day?).
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
August 20 2015 17:25 GMT
#71
I've been spamming beginner ai games to farm goblins, but a bunch of sleazy goblin farmers seem to be doing the same so now only 1 out of 3 games have goblins :/
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 20 2015 17:48 GMT
#72
On August 21 2015 02:25 JeosAdn wrote:
I've been spamming beginner ai games to farm goblins, but a bunch of sleazy goblin farmers seem to be doing the same so now only 1 out of 3 games have goblins :/


What if you moved up to the next AI difficulty level, and so on?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Pwere
Profile Joined April 2010
Canada1556 Posts
August 20 2015 18:02 GMT
#73
Quick question: Did they change Nazeebo's Gargantuan AI? I couldn't get it to do anything at all in the last few games, but his AI suddenly becomes really good if you die.

Basically, past level 20, the optimal sequence goes like this: Summon gargantuan, Slam the ground on the enemy warrior, then he runs around for a while, usually doing nothing. Both team trade heroes and disengage. Then, the Gargantuan goes on to push a lane on his own for your entire respawn duration, and you can still trigger his ground slam. He can easily take 3 waves on his own and tank a few tower shots, and you just have to resummon when you respawn. I'm pretty sure he gets XP from all those minion kills as well.

But he doesn't even try to attack the hero right next to me in a fight. And sometimes he'll just focus his entire duration on a single building or on a merc and you can't make him disengage unless you run 1+ screen away. Was it always this bad?
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 20 2015 18:10 GMT
#74
Battlefield of Eternity just disappeared. (I see no games played with the monk on hotslogs)
Don't Panic
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
August 20 2015 19:21 GMT
#75
On August 21 2015 03:02 Pwere wrote:
Quick question: Did they change Nazeebo's Gargantuan AI? I couldn't get it to do anything at all in the last few games, but his AI suddenly becomes really good if you die.

Basically, past level 20, the optimal sequence goes like this: Summon gargantuan, Slam the ground on the enemy warrior, then he runs around for a while, usually doing nothing. Both team trade heroes and disengage. Then, the Gargantuan goes on to push a lane on his own for your entire respawn duration, and you can still trigger his ground slam. He can easily take 3 waves on his own and tank a few tower shots, and you just have to resummon when you respawn. I'm pretty sure he gets XP from all those minion kills as well.

But he doesn't even try to attack the hero right next to me in a fight. And sometimes he'll just focus his entire duration on a single building or on a merc and you can't make him disengage unless you run 1+ screen away. Was it always this bad?


Gargantuan is completely different than any other summon. The gargantuan will attack who you attack and move where you move. Essentially you have two characters under the same controls.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 20 2015 19:21 GMT
#76
On August 21 2015 03:10 MotherFox wrote:
Battlefield of Eternity just disappeared. (I see no games played with the monk on hotslogs)


What an ironic name.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 20 2015 19:29 GMT
#77
On August 21 2015 04:21 Chairman Ray wrote:
Show nested quote +
On August 21 2015 03:02 Pwere wrote:
Quick question: Did they change Nazeebo's Gargantuan AI? I couldn't get it to do anything at all in the last few games, but his AI suddenly becomes really good if you die.

Basically, past level 20, the optimal sequence goes like this: Summon gargantuan, Slam the ground on the enemy warrior, then he runs around for a while, usually doing nothing. Both team trade heroes and disengage. Then, the Gargantuan goes on to push a lane on his own for your entire respawn duration, and you can still trigger his ground slam. He can easily take 3 waves on his own and tank a few tower shots, and you just have to resummon when you respawn. I'm pretty sure he gets XP from all those minion kills as well.

But he doesn't even try to attack the hero right next to me in a fight. And sometimes he'll just focus his entire duration on a single building or on a merc and you can't make him disengage unless you run 1+ screen away. Was it always this bad?


Gargantuan is completely different than any other summon. The gargantuan will attack who you attack and move where you move. Essentially you have two characters under the same controls.


It doesn't feel like it does that all the time. I know in some games I've been running away from battle and the garg kept on attacking the enemy team. In this case, I was thankful since he was drawing aggro while I made my escape. also, if you are hiding in a bush he WILL just attack people vaguely close by, giving away your location.

I never know exactly how long his leash is. It kind of becomes a guessing game when figuring out how far I have to disengage from combat to get him to a closer/safer location.
Don't Panic
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
August 20 2015 19:49 GMT
#78
On August 21 2015 02:48 DarkPlasmaBall wrote:
Show nested quote +
On August 21 2015 02:25 JeosAdn wrote:
I've been spamming beginner ai games to farm goblins, but a bunch of sleazy goblin farmers seem to be doing the same so now only 1 out of 3 games have goblins :/


What if you moved up to the next AI difficulty level, and so on?

It works, but only up to recruit. At adept the bots don't ignore you while you destroy everything with Sgt hammer, so the game time goes up significantly
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 20 2015 19:50 GMT
#79
On August 21 2015 04:49 JeosAdn wrote:
Show nested quote +
On August 21 2015 02:48 DarkPlasmaBall wrote:
On August 21 2015 02:25 JeosAdn wrote:
I've been spamming beginner ai games to farm goblins, but a bunch of sleazy goblin farmers seem to be doing the same so now only 1 out of 3 games have goblins :/


What if you moved up to the next AI difficulty level, and so on?

It works, but only up to recruit. At adept the bots don't ignore you while you destroy everything with Sgt hammer, so the game time goes up significantly


How long do the games typically take at the lowest/ easiest levels?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 20 2015 19:50 GMT
#80
On August 21 2015 04:21 Chairman Ray wrote:
Show nested quote +
On August 21 2015 03:02 Pwere wrote:
Quick question: Did they change Nazeebo's Gargantuan AI? I couldn't get it to do anything at all in the last few games, but his AI suddenly becomes really good if you die.

Basically, past level 20, the optimal sequence goes like this: Summon gargantuan, Slam the ground on the enemy warrior, then he runs around for a while, usually doing nothing. Both team trade heroes and disengage. Then, the Gargantuan goes on to push a lane on his own for your entire respawn duration, and you can still trigger his ground slam. He can easily take 3 waves on his own and tank a few tower shots, and you just have to resummon when you respawn. I'm pretty sure he gets XP from all those minion kills as well.

But he doesn't even try to attack the hero right next to me in a fight. And sometimes he'll just focus his entire duration on a single building or on a merc and you can't make him disengage unless you run 1+ screen away. Was it always this bad?


Gargantuan is completely different than any other summon. The gargantuan will attack who you attack and move where you move. Essentially you have two characters under the same controls.


Sounds a lot like the upcoming Rexxar / Misha.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
Last Edited: 2015-08-20 20:21:54
August 20 2015 20:21 GMT
#81
On August 21 2015 04:50 DarkPlasmaBall wrote:
Show nested quote +
On August 21 2015 04:49 JeosAdn wrote:
On August 21 2015 02:48 DarkPlasmaBall wrote:
On August 21 2015 02:25 JeosAdn wrote:
I've been spamming beginner ai games to farm goblins, but a bunch of sleazy goblin farmers seem to be doing the same so now only 1 out of 3 games have goblins :/


What if you moved up to the next AI difficulty level, and so on?

It works, but only up to recruit. At adept the bots don't ignore you while you destroy everything with Sgt hammer, so the game time goes up significantly


How long do the games typically take at the lowest/ easiest levels?

The smallest maps can get down to 5min, the bigger ones up to 10-12min. 8 min on average I'd say
Wuster
Profile Joined May 2011
1974 Posts
August 20 2015 20:30 GMT
#82
Is the easiest level as bad as the 5on5 tutorial sample game? Cuz that one you could literally start pushing down forts at lvl 1 and just keep going to core.

Then again, I assume that difficulty is the same as Arthas in try mode.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 20 2015 20:35 GMT
#83
On August 21 2015 05:30 Wuster wrote:

Then again, I assume that difficulty is the same as Arthas in try mode.


If only there were a normal ai map mode with a "clear cooldowns" button.
Don't Panic
karazax
Profile Joined May 2010
United States3737 Posts
August 21 2015 00:36 GMT
#84
It seems likely Kael'thas chain bomb explosion off of minions will be nerfed. Any number of heroes inside a pack of minions will pretty much insta die when the pack all chain explodes at once.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
August 21 2015 08:15 GMT
#85
Well I know they nerfed the same thing from Sylvanas with Unstable Poison.
If the entire wave explodes in one go, heroes will only get hit once instead of from all of them.
Kinda silly really, you should just not position yourself in a minion wave when fighting Sylvanas.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Ramiz1989
Profile Joined July 2012
12124 Posts
August 21 2015 09:58 GMT
#86
On August 21 2015 17:15 Thezzy wrote:
Well I know they nerfed the same thing from Sylvanas with Unstable Poison.
If the entire wave explodes in one go, heroes will only get hit once instead of from all of them.
Kinda silly really, you should just not position yourself in a minion wave when fighting Sylvanas.

Whether they nerf it or not is another question, but you can't really compare Sylvanas with KT. One is pushing specialist that has great utility with Poison's Vulnerability and Ulti, has solid single target damage and is one of the best pushers in the game, another one is mage that punishes people for grouping up too much and has great zoning out tools, but also is very immobile and squishy and doesn't have escape mechanic up to level 20.
At that point Sylvanas was just doing way too many things at once and was nerfed, KT is still quite strong now but has to come close to the fight to be able to do something he has done before with ease from miles away.

So even if they nerf KT, I wouldn't follow the same logic as with Sylvana's nerfs.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
FeyFey
Profile Joined September 2010
Germany10114 Posts
August 21 2015 11:01 GMT
#87
Sylvanas also could stop a full wave and have them stand in the gate of a fort for a few seconds. Not the best idea to try and push her away.

As for Kael that has always been silly, especially near Bruiser where even pros go derp and clump on that cap spot if an enemy is trying to steal it.
Mnemic
Profile Joined April 2010
Botswana80 Posts
Last Edited: 2015-08-21 13:05:48
August 21 2015 12:52 GMT
#88
[Clemlepred][FR] What numbers and data do you use, to determine if a character is over/under played and under/over powered?

We receive a VAST amount of statistics and have 'dashboards' that drive all sorts of metrics (we are flooded with data, which is a good thing). The win/loss rate of a Hero is only one of a very large amount of data that we look into when balancing the game as a whole.

(Blizz_Daybringer)


Hope this clears things regarding balancing heroes. Source

FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-22 16:21:56
August 22 2015 14:27 GMT
#89
BW is back ! <3 (well maybe needs to win a few games first XD )

And roflmao that Minigame in the starting/monk screen of heroes.

I love the patch for Kerrigan. My shields made up 3/4 of my healthbar after the enemy team got evaporated, by a wombo combo involving a gazlow and me hitting 5 heroes with my combo. I miss seasoned Marksman and Focus Attack though. But with the mana issues gone its not that bad.
Garbels
Profile Joined July 2010
Austria653 Posts
August 22 2015 22:39 GMT
#90
The new carbot hots video is incredibly funny:
KrytosSR
Profile Joined August 2015
United States28 Posts
August 23 2015 15:48 GMT
#91
I know that Brightwing only got a small buff, but wow. I had a 5 game win streak with her yesterday in QM. Thanks blizzard for my support quest yesterday!
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 23 2015 17:48 GMT
#92
In the last 8 to 10 games I've played, I'm not even kidding, Kael'Thas was picked by the first guy on the other team every. single. time. No exception. 100%, 8+ times in a row.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 23 2015 17:50 GMT
#93
On August 24 2015 02:48 Djzapz wrote:
In the last 8 to 10 games I've played, I'm not even kidding, Kael'Thas was picked by the first guy on the other team every. single. time. No exception. 100%, 8+ times in a row.

Which is why I refuse to play hero league until they introduce bans.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 23 2015 18:16 GMT
#94
Someone picked Tyrande first whut!
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
August 23 2015 23:57 GMT
#95
Seriously I think KT should just go back to his old talent tree lol prepatched. He's more OP than zeratul now LOLOLOL
FeyFey
Profile Joined September 2010
Germany10114 Posts
August 24 2015 03:03 GMT
#96
KT changes also buffed Stitches and Nova I guess. Since standing in a Minion wave is instant death, you can't hide from that hook and snipe anymore .
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 24 2015 04:47 GMT
#97
Raynor and lili are on the rise in win-rates on hotslogs. Amusingly, it looks like people simply aren't using the skill re-arrangements that bliz provided for raynor--- the increased damage alone is enough to spark his rise.
Don't Panic
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-24 13:17:28
August 24 2015 13:16 GMT
#98
Well they buffed Piercing Rounds but didn't add a skill that reduces the pushback. So it is still only good for disengaging, but then you could simple take a tank. And I would have prefered if they kept his old talents. Now 2 of my favorites are on 13 with giant slayer and 16 is pretty meh.
Inspire not messing with your autoattacks is a huge buff on its own though. And the new damage reduction is also pretty nice.

And Lili is also a good counter to the Monk. Not as good as Brightwing though. But Lili is a better Healer then BW and still got cleanse.

I wonder if it is intended that Abathur can just wild spam copys now x.x . Doubt its fun for the enemy to see 2 Jainas coming from the side.
xDaunt
Profile Joined March 2010
United States17988 Posts
August 24 2015 13:29 GMT
#99
I'm not sure that the Monk has any particularly good counters. Yeah, you can try to CC the hell out of him, but that's kind of the answer of last resort for all heroes. He still isn't going to be blown up as easily as someone like Illidan.

I'm winning like 70% of my games with Monk, and I've been playing him almost exclusively since release. He just feels very, very strong despite his obvious kit limitations.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 24 2015 14:23 GMT
#100
I've been told before that the monk has serious weaknesses but I have yet to find them. He can do very serious damage if he specs for it, he can heal steadily and has his clutch heal thing that'll disrupt focus fire. At higher levels I guess people can cope with this but with random people in matchmaking, it's really difficult to recover from his shit.

Played a game where the other team had Kael'Thas and the Monk. Kael now just hard as fuck to play against, he can just drop insane damage with such incredible ease it's ridiculous, it seems too easy. Now I'm only rank 10 (though rising rapidly) and I don't know shit but it just seems too easy to be proficient with. Kael can move up and overextend like a motherfucker in team fight, deal an absolutely insane amount of damage sending the other team into disarray and still fucking survive because the monk decides nope you don't die today and boop 70% health and we're all too low hp to switch targets and we're still blowing up left and right.

I don't consider myself good enough to say it's OP, but it certainly feels that way, and it certainly is a pain to play against, especially in a game which makes communicating with teammates in real time fucking impossible. (Wouldn't want to hurt anybody's feelings).
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
xDaunt
Profile Joined March 2010
United States17988 Posts
August 24 2015 14:33 GMT
#101
On August 24 2015 23:23 Djzapz wrote:
I've been told before that the monk has serious weaknesses but I have yet to find them. He can do very serious damage if he specs for it, he can heal steadily and has his clutch heal thing that'll disrupt focus fire. At higher levels I guess people can cope with this but with random people in matchmaking, it's really difficult to recover from his shit.

Played a game where the other team had Kael'Thas and the Monk. Kael now just hard as fuck to play against, he can just drop insane damage with such incredible ease it's ridiculous, it seems too easy. Now I'm only rank 10 (though rising rapidly) and I don't know shit but it just seems too easy to be proficient with. Kael can move up and overextend like a motherfucker in team fight, deal an absolutely insane amount of damage sending the other team into disarray and still fucking survive because the monk decides nope you don't die today and boop 70% health and we're all too low hp to switch targets and we're still blowing up left and right.

I don't consider myself good enough to say it's OP, but it certainly feels that way, and it certainly is a pain to play against, especially in a game which makes communicating with teammates in real time fucking impossible. (Wouldn't want to hurt anybody's feelings).

Monk's two biggest weaknesses are lack of CC and lack of good wave clear. Each is significant. However, he compensates very well for these shortcomings by being an absolute menace in teamfights with his high mobility, high damage (if SSS), and ability to crap out a significant amount of healing -- even without taking the BoH talents at 7 and 16. He excels as a clean up artist if you take WotHF at 7 (which I always do). Finally, he may actually be a legitimate counterpick against Zeratul if you take Foresight at 4 and WotHF at 7. You can disrupt Zeratul's ganks, chase him down, and kill him off with your WotHF empowered Q.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 24 2015 14:58 GMT
#102
Well those are weaknesses but everyone has those kinds of weaknesses. It seems like considering his roles, his inability to CC and wave clear are more than made up by his strengths.

Also it seems like many people are now saying that Zeratul is OP. I've never played him, I find him really annoying but is he actually considered OP?
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Ramiz1989
Profile Joined July 2012
12124 Posts
August 24 2015 15:53 GMT
#103
On August 24 2015 23:58 Djzapz wrote:
Also it seems like many people are now saying that Zeratul is OP. I've never played him, I find him really annoying but is he actually considered OP?

He is pretty much considered to be the best assassin in the game and is banned in majority of pro matches. He is just too versatile.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
xDaunt
Profile Joined March 2010
United States17988 Posts
August 24 2015 15:54 GMT
#104
On August 24 2015 23:58 Djzapz wrote:
Well those are weaknesses but everyone has those kinds of weaknesses. It seems like considering his roles, his inability to CC and wave clear are more than made up by his strengths.

Also it seems like many people are now saying that Zeratul is OP. I've never played him, I find him really annoying but is he actually considered OP?

A good Zeratul can dominate games to a degree that no other hero can. His damage is probably a little bit out of order with the new AA builds (he hurts more now than he did with pre-nerf double bombs), but even if they tone it down, Zeratul will still be a beast with his kit.
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
August 24 2015 15:55 GMT
#105
He's pretty strong yes, but what pushes him over the top for pro games is Void Prison. For a well coordinated team this is the best Heroic in the game, bar none.
Writer
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 24 2015 16:01 GMT
#106
Alright. Guess those monster zeratuls are not present at rank 10!
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
xDaunt
Profile Joined March 2010
United States17988 Posts
August 24 2015 16:13 GMT
#107
On August 25 2015 01:01 Djzapz wrote:
Alright. Guess those monster zeratuls are not present at rank 10!

Anyone who is a monster Zeratul will be high MMR and at or near Rank 1.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 24 2015 16:49 GMT
#108
On August 25 2015 01:13 xDaunt wrote:
Show nested quote +
On August 25 2015 01:01 Djzapz wrote:
Alright. Guess those monster zeratuls are not present at rank 10!

Anyone who is a monster Zeratul will be high MMR and at or near Rank 1.

Well I'll get around there soon enough probably... Would probably help if I watched some pro plays to see what they do. I've been pretty good with Sylvanas but I assume I'm playing it wrong.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Wuster
Profile Joined May 2011
1974 Posts
August 24 2015 18:10 GMT
#109
On August 24 2015 23:23 Djzapz wrote:
I've been told before that the monk has serious weaknesses but I have yet to find them. He can do very serious damage if he specs for it, he can heal steadily and has his clutch heal thing that'll disrupt focus fire. At higher levels I guess people can cope with this but with random people in matchmaking, it's really difficult to recover from his shit.

Played a game where the other team had Kael'Thas and the Monk. Kael now just hard as fuck to play against, he can just drop insane damage with such incredible ease it's ridiculous, it seems too easy. Now I'm only rank 10 (though rising rapidly) and I don't know shit but it just seems too easy to be proficient with. Kael can move up and overextend like a motherfucker in team fight, deal an absolutely insane amount of damage sending the other team into disarray and still fucking survive because the monk decides nope you don't die today and boop 70% health and we're all too low hp to switch targets and we're still blowing up left and right.

I don't consider myself good enough to say it's OP, but it certainly feels that way, and it certainly is a pain to play against, especially in a game which makes communicating with teammates in real time fucking impossible. (Wouldn't want to hurt anybody's feelings).


Part of your problem is that KT is stupid good right now. Anyone saying he was nerfed hasn't been paying attention.

His E having range and speed baked in makes it incredibly hard to avoid. From what I can tell, it's around the same speed as Muradin's hammer, maybe faster even. And I consider that a pretty easy to land skillshot. Then his direct damage was amped up and you can see how he's just a monster now (rather than all being on Flamestrike + Chainbomb via Ignite).

In your scenario the Monk is just the normal vanilla burst healer (Ancestral Healing, Divine Shield would be doing the same thing, but actually better in your hypothetical since KT would still be messing stuff up!).

Not saying, Monk isn't good or anything (he is really good), but you just seem to be confusing your issue here.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2015-08-24 19:13:21
August 24 2015 19:12 GMT
#110
From my perspective ancestral healing is harder to use because there's enough of a delay where it sometimes fails. Plus, the invincibility period causes confusion. With Ancestral healing, if you have the guy pinned properly you can just burst him down again. Divine shield makes it easier to switch seamlessly because you instantly see he's invincible and you can move on or continue following him. The monk's thing is very jarring and IMO particularly effective against Kael who's locked but still deals damage and comes out of it fresh and ready to blow you up some more.

I think it's mostly a Kael issue but when you add the monk to the whole ordeal in my (limited) experience, it makes it everything that much harder.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Wuster
Profile Joined May 2011
1974 Posts
August 24 2015 19:30 GMT
#111
Divine Palm changes the rhythm of how things work, but KT is just as dead as he was before once people get used to it. I think that's all the Monk is doing in your scenario.

Of course he was doing more in your games, for example I think the Monk does better damage than Uther and has better AoE healing. But it really doesn't sound like you're describing a Monk issue.

Monk is only the melee support I have any idea how to play, could be because he's that good or because a reverse-Illidan is something that meshes well with my playstyle (I play a lot of Illidan).

FYI, targetting switching Divine Shield target isn't seamless when you're furiously spamming out skill shots and aoes...
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
August 24 2015 19:55 GMT
#112
I gave our writers icons because they finally work on new TL

welcome them to the pen15 club everyone
@RealHeyoka | ESL / DreamHack StarCraft Lead
mordek
Profile Blog Joined December 2010
United States12704 Posts
August 24 2015 20:16 GMT
#113
Congrats writers Deserved recognition.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-24 20:23:39
August 24 2015 20:22 GMT
#114
Can't forget that the Monk has 2 really bad ults for high level play. Atleast until there will be a hero that can kill himself. But honestly I didn't expected pros to already be that good at evading divine palm.

But hey its like a cleanse, you escape or get full health. Just like Ancestral just that you don't get healed if you escape.

Also congrats to the writers your doing really good work. I like the articles especially since they have so much purple.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
August 24 2015 20:46 GMT
#115
I too like the purple.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
August 24 2015 22:34 GMT
#116
I like how they didnt even give a fuck about gazlowe
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-24 23:35:59
August 24 2015 22:51 GMT
#117
Not exactly, Gazlow can now go brb on Level 4 and suddenly you have a giant camp pushing hurting alot. He is basically the only here were no one cares that he does this.
And its pretty cool on the Vikings too I guess.

Yeah scrap that I pushed 2 lanes with merc lord on the vikings, while objectives where up. Freaking OP Merc timing with Bribe around the second objective on cursed.
mordek
Profile Blog Joined December 2010
United States12704 Posts
Last Edited: 2015-08-26 01:41:26
August 26 2015 01:41 GMT
#118
Pulled the trigger and bought the piggy bank mount. Lol.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Superbanana
Profile Joined May 2014
2369 Posts
August 26 2015 12:52 GMT
#119
On August 26 2015 10:41 mordek wrote:
Pulled the trigger and bought the piggy bank mount. Lol.


Congratulations, you just gained 300 nerdballer points on my book. That makes you one sick nerdballer even if you had no swag before.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
mordek
Profile Blog Joined December 2010
United States12704 Posts
August 26 2015 13:12 GMT
#120
On August 26 2015 21:52 Superbanana wrote:
Show nested quote +
On August 26 2015 10:41 mordek wrote:
Pulled the trigger and bought the piggy bank mount. Lol.


Congratulations, you just gained 300 nerdballer points on my book. That makes you one sick nerdballer even if you had no swag before.

This means a lot, thanks! I figured I'll have 10k by the time I get one of my three almost level 9s to 10 anyways. I'm not really competitive, I have the heroes I like and free rotation is fine. Woot.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 26 2015 15:30 GMT
#121
Honestly, it doesn't take very long to unlock everything. I've been playing for ~4 months and have all but four heroes unlocked with only about $40 spent on extras.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 26 2015 18:12 GMT
#122
On August 26 2015 10:41 mordek wrote:
Pulled the trigger and bought the piggy bank mount. Lol.


I'm so tempted to buy the goblin mount... it's ugly and stupid looking but it's exclusive and not-real money!
mordek
Profile Blog Joined December 2010
United States12704 Posts
Last Edited: 2015-08-26 18:21:49
August 26 2015 18:21 GMT
#123
On August 27 2015 03:12 Wuster wrote:
Show nested quote +
On August 26 2015 10:41 mordek wrote:
Pulled the trigger and bought the piggy bank mount. Lol.


I'm so tempted to buy the goblin mount... it's ugly and stupid looking but it's exclusive and not-real money!

I hear ya! Have they commented on how long the goblin mount will be around? Going to be a few months before I have that kinda cash lying around
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Wuster
Profile Joined May 2011
1974 Posts
August 26 2015 18:29 GMT
#124
I assume it'll stick around until the end of Eternal Conflict, which will probably be around another month or two. So three weeks of treasure goblin kills will let you tame one!
karazax
Profile Joined May 2010
United States3737 Posts
August 26 2015 18:30 GMT
#125
New battleground goes live today.

From August 26 to September 2, the six Battlegrounds in rotation are: Infernal Shrines, Battlefield of Eternity, Cursed Hollow, Dragon Shire, Sky Temple, and Tomb of the Spider Queen.
Wuster
Profile Joined May 2011
1974 Posts
August 26 2015 18:37 GMT
#126
So Blackheart's Bay, Haunted Mines, Garden of Terror are the removed maps.

Not surprised about the first two, I guess Garden is just the odd map out this time.

I'm assuming Blackheart's and Mines are permanently removed, because if so, why rotate 6 of 7 maps? I do wonder if they'll be tuned while they're gone though.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
August 26 2015 19:46 GMT
#127
look like it's live now though I haven't logged in so I don't know

How is the new map?
@RealHeyoka | ESL / DreamHack StarCraft Lead
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-26 21:20:48
August 26 2015 21:13 GMT
#128
Raynor is now the highest win% assassin on hotslogs, after kaelthas.

still processing this internally.
Don't Panic
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
August 26 2015 21:41 GMT
#129
On August 27 2015 06:13 MotherFox wrote:
Raynor is now the highest win% assassin on hotslogs, after kaelthas.

still processing this internally.


finally, people are seeing the light... I had a pre patch 67% win rate with him
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
FeyFey
Profile Joined September 2010
Germany10114 Posts
August 26 2015 22:38 GMT
#130
yah Raynor is a badass single target Damage Dealer who can save stupid allies by pushing enemies away. And he is basically unkillable when his adrenalin rush is ready.
But you can't turn around games with him on your own. So it doesn't matter how badass you are, if your teammates suck your screwed on him.

Doesn't help that healers usually ignore you. Without the stat increase though I would consider the current changes a nerf. On the other hand now he cancels every stun Ult against him already on level 13.

But after every change Raynor went high on the winrate, because other people played him. Not only the one lane all day farmers. You know from Carbot episode 1
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-27 05:27:10
August 27 2015 05:25 GMT
#131
Started a new account tonight, so I'd have an account with the name MotherFox on it--- and so I can have an account to just kind of screw around on. I did not realize players were so bad in the lower MMR dregs---- literally players worse than AI. Simply soaking correctly is winning me games. At one point as Sgt Hammer with graduating range I sat there for ~3 minutes while the enemy team a-moved towards me and died in staggered order constantly. This included an enemy hammer who tried hover siege-sliding towards me....


I feel bad for anyone starting the game this week. After you are through the tutorial, your options for characters are Lili, Sgt Hammer, Rehgar, ETC, and Gazlowe. Not exactly characters that are the most fun to start with, IMO. (Except for maybe ETC, but even then)
Don't Panic
ETisME
Profile Blog Joined April 2011
12414 Posts
August 27 2015 16:35 GMT
#132
Monk is so fun, imo a bit too good because of mobility and is very flexible because of it.
I just wished they had the bell drop skill in the game (the seven side strike is cool but The weird pause animation after the spell ends is awkward)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Roe
Profile Blog Joined June 2010
Canada6002 Posts
August 27 2015 20:02 GMT
#133
On August 27 2015 00:30 MotherFox wrote:
Honestly, it doesn't take very long to unlock everything. I've been playing for ~4 months and have all but four heroes unlocked with only about $40 spent on extras.

no idea how you pulled that off. i've been playing since beta (~1000 games), have maybe half the heroes unlocked. Guess i do take a week off here and there though.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-27 20:53:31
August 27 2015 20:23 GMT
#134
On August 28 2015 05:02 Roe wrote:
Show nested quote +
On August 27 2015 00:30 MotherFox wrote:
Honestly, it doesn't take very long to unlock everything. I've been playing for ~4 months and have all but four heroes unlocked with only about $40 spent on extras.

no idea how you pulled that off. i've been playing since beta (~1000 games), have maybe half the heroes unlocked. Guess i do take a week off here and there though.


I play at least 10 games a day, with few exceptions. Not grinding, though--- the game has just held my interest.

edit->
my main account says I have played 1419 games. I've also enjoyed the effects of 3 or 4 stimpacks: one from when I was leveling my account, one from the giveaway a few months ago, a partial one given as an apology for ending a stimpack early, and a final one I just received for buying the warhorse for $2.50.

Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-27 21:25:08
August 27 2015 21:01 GMT
#135
Since I was bored, I went ahead and did a breakdown on my account:

I've been playing heroes for 149 days. Assuming a daily quest value of 355 gold, that I complete them almost immediately, and I played 1419 games, I get the following-

Daily quests- 52,895 gold
Hero League Games- 1,710 from 57 wins and 1,100 from 55 losses
Quickmatch games- 9,240 from 308 wins and 5,860 from 293 losses
AI- 3,390 from all wins

16k from player level up
20 characters at level 9: 20*750 = 15,000
40 characters at level 5 = 20,000

altogether that's 109,000 gold.

edit-> PLUS 58 days of eternal conflict

114,800 gold!

I've purchased with real money zeratul, sonya, zagara, jaina, arthas, kerrigan, chen, gazlowe, kharazim, and azmodan for a total of around $54. I also received Diablo for free from a recent promotion.

All I have left is johanna, abathur, thrall, butcher, and nova.

I underestimated a little bit on how much I've spent on the game---but not by much. And I could have all current characters in another two months, especially since I anticipate getting a starcraft warrior for free with LOTV.

So, it's pretty possible to buy all the characters with gold in a fairly short amount of time with comparable cash investment to other games. I've been playing since early april.
Don't Panic
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
Last Edited: 2015-08-27 21:12:26
August 27 2015 21:11 GMT
#136
Don't forget Goblin daily quest kills if you didn't include that somewhere already and just didn't mention it. (It started June 30th)
Writer
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-27 21:18:19
August 27 2015 21:14 GMT
#137
Oops---- though it looks like it started july 21st? http://us.battle.net/heroes/en/blog/19803324/heroes-of-the-storm-patch-notes-updated-july-21-2015-7-21-2015

Of course, I also didn't account for the gold increase from stimpacks. Getting 75 gold per win instead of 30 is pretty darn good if you play as much as I do.
Don't Panic
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
August 27 2015 21:22 GMT
#138
On August 28 2015 06:14 MotherFox wrote:
Oops---- though it looks like it started july 21st? http://us.battle.net/heroes/en/blog/19803324/heroes-of-the-storm-patch-notes-updated-july-21-2015-7-21-2015

Of course, I also didn't account for the gold increase from stimpacks. Getting 75 gold per win instead of 30 is pretty darn good if you play as much as I do.

No they just updated it July 21. If you look at the comments there are ones from June 23rd, which is when the original ptr notes went up, then it came out a week later. Blizzard really shouldn't change the post date at the top though, that's odd.
Writer
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 27 2015 21:22 GMT
#139
Oh, and despite all my riches, my most treasured possession in the game is still my wonder billie. There's just something about blasting a trail of hearts everywhere I go that brings joy to my inner soul.
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 27 2015 21:26 GMT
#140
On August 28 2015 06:22 Valiver wrote:
Show nested quote +
On August 28 2015 06:14 MotherFox wrote:
Oops---- though it looks like it started july 21st? http://us.battle.net/heroes/en/blog/19803324/heroes-of-the-storm-patch-notes-updated-july-21-2015-7-21-2015

Of course, I also didn't account for the gold increase from stimpacks. Getting 75 gold per win instead of 30 is pretty darn good if you play as much as I do.

No they just updated it July 21. If you look at the comments there are ones from June 23rd, which is when the original ptr notes went up, then it came out a week later. Blizzard really shouldn't change the post date at the top though, that's odd.


Ahhh, I see where I went wrong. I seem to remember this happening to me before with a blizzard post of some sort--- maybe for a map rotation in sc2. I should have known better.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 27 2015 21:43 GMT
#141
On August 28 2015 06:01 MotherFox wrote:
Since I was bored, I went ahead and did a breakdown on my account:

I've been playing heroes for 149 days. Assuming a daily quest value of 355 gold, that I complete them almost immediately, and I played 1419 games, I get the following-

Daily quests- 52,895 gold
Hero League Games- 1,710 from 57 wins and 1,100 from 55 losses
Quickmatch games- 9,240 from 308 wins and 5,860 from 293 losses
AI- 3,390 from all wins

16k from player level up
20 characters at level 9: 20*750 = 15,000
40 characters at level 5 = 20,000

altogether that's 109,000 gold.

edit-> PLUS 58 days of eternal conflict

114,800 gold!

I've purchased with real money zeratul, sonya, zagara, jaina, arthas, kerrigan, chen, gazlowe, kharazim, and azmodan for a total of around $54. I also received Diablo for free from a recent promotion.

All I have left is johanna, abathur, thrall, butcher, and nova.

I underestimated a little bit on how much I've spent on the game---but not by much. And I could have all current characters in another two months, especially since I anticipate getting a starcraft warrior for free with LOTV.

So, it's pretty possible to buy all the characters with gold in a fairly short amount of time with comparable cash investment to other games. I've been playing since early april.


Interesting, I have a shade over 500 games under my belt spread out since *alpha*. So some weeks I just logged in enough to knock out the quests (and I've been skipping way too many goblins this summer =\).

I've bought Lili, ETC, Valla, Tychus, Illidan, Sonya, Anub'arak, Tassadar, Arthas and Stitches - 40k gold spent.

I currently have 75k in the bank, so our gold income is roughly the same. Goes to show you just how good quests have been.

But then again, you aren't counting how much in Stimpack gold you've gotten and that actually adds up really really fast (3 wins = 225g, almost as much as the 3 win quest!).
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2015-08-27 21:46:07
August 27 2015 21:45 GMT
#142
stim packs really help the gold gain. But even without its not hard to get enough gold for a hero. But with a stimpack and playing alot you feel like getting more then you can spend.
What 10k already again ? But I just started this new hero D: .

3 Win ist 600 gold. They basically thing you'll lose 3 games and win 3. So like every daily 100 gold per game.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 27 2015 21:53 GMT
#143
On August 28 2015 06:43 Wuster wrote:
Show nested quote +
On August 28 2015 06:01 MotherFox wrote:
Since I was bored, I went ahead and did a breakdown on my account:

I've been playing heroes for 149 days. Assuming a daily quest value of 355 gold, that I complete them almost immediately, and I played 1419 games, I get the following-

Daily quests- 52,895 gold
Hero League Games- 1,710 from 57 wins and 1,100 from 55 losses
Quickmatch games- 9,240 from 308 wins and 5,860 from 293 losses
AI- 3,390 from all wins

16k from player level up
20 characters at level 9: 20*750 = 15,000
40 characters at level 5 = 20,000

altogether that's 109,000 gold.

edit-> PLUS 58 days of eternal conflict

114,800 gold!

I've purchased with real money zeratul, sonya, zagara, jaina, arthas, kerrigan, chen, gazlowe, kharazim, and azmodan for a total of around $54. I also received Diablo for free from a recent promotion.

All I have left is johanna, abathur, thrall, butcher, and nova.

I underestimated a little bit on how much I've spent on the game---but not by much. And I could have all current characters in another two months, especially since I anticipate getting a starcraft warrior for free with LOTV.

So, it's pretty possible to buy all the characters with gold in a fairly short amount of time with comparable cash investment to other games. I've been playing since early april.


Interesting, I have a shade over 500 games under my belt spread out since *alpha*. So some weeks I just logged in enough to knock out the quests (and I've been skipping way too many goblins this summer =\).

I've bought Lili, ETC, Valla, Tychus, Illidan, Sonya, Anub'arak, Tassadar, Arthas and Stitches - 40k gold spent.

I currently have 75k in the bank, so our gold income is roughly the same. Goes to show you just how good quests have been.

But then again, you aren't counting how much in Stimpack gold you've gotten and that actually adds up really really fast (3 wins = 225g, almost as much as the 3 win quest!).


Yeah, daily quests are very powerful-- consider that they are about 50% of my gold earnings, and I could easily play a mere third of the games I've played and still accomplish them.

Stimpacks are too, though I don't think I'd ever buy one for actual money. Gold and xp are already so plentiful, and bliz seems content to give them out on occasion.
Don't Panic
Garbels
Profile Joined July 2010
Austria653 Posts
August 27 2015 22:21 GMT
#144
With the goblins and dailies you get around 11k per three weeks. Playing 3 games a day.
If they remove the goblins you'd have to play 5 games a day to reach 10k per three weeks.

If you still need old heroes you need to play 40 games per 1k gold extra.

So I would say right now its easy to keep up but hard to catch up.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 28 2015 02:01 GMT
#145
well, you also end up getting over 1k back for each hero if you just get them up to 9, which doesn't take that long.
Don't Panic
mordek
Profile Blog Joined December 2010
United States12704 Posts
August 28 2015 12:22 GMT
#146
Up to 9 doesn't take that long, hehe Been playing since alpha, have yet to get a hero to 9 XD. I primarily just try to stay on top of quests and have a session once or twice a weekend. I also prioritize getting free week heroes to 5. Do you group often? I usually just queue up AI to knock out quests in 30 min.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 28 2015 15:28 GMT
#147
On August 28 2015 21:22 mordek wrote:
Up to 9 doesn't take that long, hehe Been playing since alpha, have yet to get a hero to 9 XD. I primarily just try to stay on top of quests and have a session once or twice a weekend. I also prioritize getting free week heroes to 5. Do you group often? I usually just queue up AI to knock out quests in 30 min.


I frequently play with one other friend, and now of days I prefer playing only QM and Heroleague. QM does give more xp than AI, so that could color why I think level 9 is pretty easy.

Though in AI games, grouping with people is pretty easy. Just ask everyone in one game if they want to group for the next--- quality of teammate doesn't really matter since two players can literally go AFK and you can still win.
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-28 15:54:50
August 28 2015 15:52 GMT
#148
In terms of discussing the patch-

I'm really enjoying Falstad this patch. I'm running an AA-build for the first time ever (power throw, vampiric assault, secret weapon, giant killer, hammer time, nexus frenzy) almost every game. I like that with this style I can go mighty gust almost every game, but I can swap in hinterlands blast if I need a bit more ranged poke for securing kills.

Mighty gust feels really good right now. You can spam it to your hearts content, using it as escape, kill secure, or objective secure. My damage isn't even being hurt that much, since the AA build doesn't rely on hinterlands for damage burst.

though all that comes with the caveat of "...in quickmatch". I'm not sure when I'd draft falstad in heroleague--- I guess whenever I don't need to worry about nova or zeratul, which have been my only nemesis thus far.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 28 2015 17:49 GMT
#149
On August 28 2015 11:01 MotherFox wrote:
well, you also end up getting over 1k back for each hero if you just get them up to 9, which doesn't take that long.


This is true, you get a nice rebate if you actually buy a hero you like playing. Which makes some of the cheaper heroes that much cheaper.

For record I have 3 heroes at lvl 9 (Valla, Illidan and Stiches), but I have roughly 30 heroes at lvl 5 so I've been spreading my games out other than a few hero league favorites (or beta favorite for Stiches).

Also regarding Falstad: I was surprised about people saying he was dead after the GP nerf because I was under the impression the AA build was the way to go! At least it was popular for a while, and I used it when he was free. He's quite the monster with an Abathur hat just machine-gunning guys down.

Kind of curious to try it out with Mighty Gust, but I don't actually own him. I can see it being a poor man's Void Prison with the lowered cooldown and clever targeting.

By the way does Mighty Gust uncloak stealthies?
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-28 18:00:57
August 28 2015 17:57 GMT
#150

By the way does Mighty Gust uncloak stealthies?


It does! And in my games yesterday there were at least two very confused and very dead novas who did not know that. (OR they panicked and used abilities as soon as I gusted them. Hard to be sure in QM.)

As far as the builds for falstad go--- I think the spellcasting build that focused on boomerang/hinterlands blast combos were popular because they were safer. the AA build is difficult to get close with, but maybe that's just a matter of knowing your limitations.

Also, leoric provides a really convenient target for the AA build, since he constantly wants to get close. He melts real fast vs falstad.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
August 29 2015 01:24 GMT
#151
I finally got to play Infernal Shrines, and depending on comp it can just be hopeless.

It was Nova, Raynor, BW, Monk, Gaz versus Nova, Leoric, Malfurion, Nazeebo, Abathur

We team wiped them at the first shrine, but were down 15-4 on spiders, and even fighting uninterrupted we were still behind when they came running back...

Sure our Gaz wasn't very good, but it just seemed a foregone conclusion who was going to kill more spiders.

We did kill the first and second punisher incredibly quickly and still asserted team fight dominance... but eventually getting no punishers meant we just fell behind in levels so that was all false hope.
Hier
Profile Blog Joined November 2009
2391 Posts
August 29 2015 01:49 GMT
#152
I don't like the new map. The guardians are too OP; their presence is way too impactful and thus greatly diminishes hero interactions, making infrastructure go down faster for shorter games. Might as well make a PvE map with a boss encounter.
"But on a more serious note..." -everyone on this forum at some point.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
August 29 2015 13:50 GMT
#153
On August 29 2015 10:49 Hier wrote:
I don't like the new map. The guardians are too OP; their presence is way too impactful and thus greatly diminishes hero interactions, making infrastructure go down faster for shorter games. Might as well make a PvE map with a boss encounter.


Games on that map feel a lot faster-paced to me than other maps, but that might just be because I'm still new to the map.

I've been playing with the monk and holy crap is he good. I've pretty much outhealed every non-monk every game, even when I pick the lvl 1 damage talent instead of the lvl 1 healing talent. And his Q chase/ escapes are sick good too. I'm used to playing as characters with a little more CC/ AoE, but he's just too versatile for me not to play right now. I just gotta keep working on timing my ultimate revival ability thing perfectly so that I don't waste it ^^;;
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
August 30 2015 00:42 GMT
#154
I do wish there was a better indication of when you have monk's ultimate on you though. Cause it's very hard to see the little hands, especially if you're in the middle of a fight. My immediate reaction when low is to get the hell out of dodge so on more than one occasion I've survived when monk was going to revive me, thus putting it to waste, as I wasn't aware it was on me. I wish you could have a nice icon on your head to see it more clearly.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Ej_
Profile Blog Joined January 2013
47656 Posts
August 30 2015 10:21 GMT
#155
Hey I got some money banked now from doin the quests and want to buy another hero for HL:
I'm currently considering 1 of the 3:
-Illidian (the cheapest at 4k)
-Zeratul (the best obv)
-Nazeebo (the easiest to play out of the 3?)

I'm currently rank 26 and got 1 specialist in Zagara, but no melee assassins (Jaina and Valla are my only assassins at all).
Also I only played Zeratul out of the 3 and wasn't doing that great.
Any advice on who I should pick?
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-08-30 12:09:12
August 30 2015 11:36 GMT
#156
On August 30 2015 19:21 Ej_ wrote:
Hey I got some money banked now from doin the quests and want to buy another hero for HL:
I'm currently considering 1 of the 3:
-Illidian (the cheapest at 4k)
-Zeratul (the best obv)
-Nazeebo (the easiest to play out of the 3?)

I'm currently rank 26 and got 1 specialist in Zagara, but no melee assassins (Jaina and Valla are my only assassins at all).
Also I only played Zeratul out of the 3 and wasn't doing that great.
Any advice on who I should pick?


Since you say its for HL i don't recommend Illidan. He is viable, but he is not "top", hard, relies a lot on the rest of the team and you still have some awesome guys to buy.

Its usually fine to draft without melee assassins, i don't think its an issue. Nobody can say no to zera so he should be fine.
I do think Nazeebo is the easiest to play, very strong too.

I will cheat and say it doesn't matter, buy either Naz or Zera and then save to buy the other
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Mnemic
Profile Joined April 2010
Botswana80 Posts
August 30 2015 11:47 GMT
#157
On August 29 2015 10:49 Hier wrote:
I don't like the new map. The guardians are too OP; their presence is way too impactful and thus greatly diminishes hero interactions, making infrastructure go down faster for shorter games. Might as well make a PvE map with a boss encounter.


I feel like this map really punishes bad team compositions and lack of team play -> 95% of QM and a lot of HL if you are not playing in a party with at least 3 players.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-08-31 04:37:45
August 31 2015 04:36 GMT
#158
Just played on the new map on HL, where we lost the first immortal then crushed the enemy team. Some notes-

* When defending a first-lost immortal, it's important to go 1-1-3 on lanes, with 3 defending against the immortal. Soaking is very important at this stage since you will likely have a level deficit to deal with.
* Sgt Hammer is an important consideration, but probably no more so than any other objective-based map. The issue is there are many more places to hide, so it's important to have dps that can reach hammer and kill him. The enemy team took hammer, but Illidan/myself were frequently able to simply walk around the objective and kill her from behind.
* Valla's W build is VERY strong on this map. I've won every game I've played with the valla W build on infernal shrines. (3 games so far)

I have yet to see a long and protracted fight on this map, but I have seen games where multiple teams get punishers. It feels like a map where once you have a lead, you can lose it if you make misteps--- and if you keep the lead you will win fairly shortly.
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
August 31 2015 04:41 GMT
#159
Also, I think Infernal Shrines is less of a problem in hero league than it is in QM. QM matchmaking can be frustrating, but many times it feels like infernal shrines games are win/lose based on comp alone moreso than other maps feel that way.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
September 01 2015 19:32 GMT
#160
Just got Infernal Shrines during placement matches, someone shows Falstad, which is meh on the map. I typed out "Wave clear is a premium" and showed Muradin (if I had Leoric or Johanna I would have pre-picked them instead).

4th pick shows Uther which is good, but first pick wants Lili, tries to talk it over with Uther who is AFK.

So needless to say we ended up with Lili, Muradin (me), Falstad, Raynor and Nazeebo. So ya, you still get terribad comps in Hero League.

We faced against a Johanna, Jaina, Malf, KT and Gazlowe of course.

The worst part was the other team played like crap, we wiped half their team out defending punishers or contesting shrines even down levels but just look at those comps! I'll chalk it up to people being inexperienced at the map.

Come to think of it I've been in some wacky comps during placement.

Game before that we had triple warrior + monk and KT. We rocked the other team other than the first map objective.
And before that, we had Abathur, Leoric, Illidan, Valla, Nazeebo which also somehow worked out.
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 01 2015 20:45 GMT
#161
hmm your comp actually sounds good, if you can avoid standing in creep waves. I mean Solo tank against Fal and Raynor with Malf as a healer? Thats not ending well even if its Johanna. And you got the poke with Nazebo.
But yeah its bad for that map.

New map isn't that bad. If you can convince your team not to beeline for the objective. If you do and the opponent does too, its like a win the teamfight win the game. But that happened every map so far.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
September 01 2015 20:59 GMT
#162
I thought monk would get dropped to 10k this week? Is it first next week?
Wuster
Profile Joined May 2011
1974 Posts
September 01 2015 21:04 GMT
#163
On September 02 2015 05:45 FeyFey wrote:
hmm your comp actually sounds good, if you can avoid standing in creep waves. I mean Solo tank against Fal and Raynor with Malf as a healer? Thats not ending well even if its Johanna. And you got the poke with Nazebo.
But yeah its bad for that map.

New map isn't that bad. If you can convince your team not to beeline for the objective. If you do and the opponent does too, its like a win the teamfight win the game. But that happened every map so far.


Ya, that was the problem, we killed Johanna several times and even managed to pick off a few dps (and Gaz was easy to punish when he tried to over-push) and this was true even with a constant level disadvantage. But fighting near the shrine meant they were picking up lots of spider kills without trying. And on that map you can't not fight near the shrines since it was too big for us to get there in time to zone them out.

If this were say BoE, we would have dominated them. Like I said, half our team just drafted poorly for the map. I don't think they were bad players by any means.
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
September 01 2015 21:07 GMT
#164
On September 02 2015 05:59 Ghostcom wrote:
I thought monk would get dropped to 10k this week? Is it first next week?

It's this week (today), but Blizzard is usually slow about it and drops the price well into the day.
Writer
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
Last Edited: 2015-09-02 14:37:40
September 01 2015 21:36 GMT
#165
I'm in EU, it is 30 minutes to midnight - the new rotation has begun. Can another EU confirm if the other price-drops have occurred Wednesdays?

EDIT: It happened today.
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-09-02 23:11:57
September 02 2015 23:11 GMT
#166
Eternal Conflict special event ending Sept 8.

So less than a week to finish grinding Treasure Goblins... I think I'm at 15 lol. Time to spam those vs AI Games =\

http://us.battle.net/heroes/en/forum/topic/18706415574

The two mounts are sticking around for at least another month though (Malthiel's Charger and Treasure Goblin)
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 03 2015 03:40 GMT
#167
Finally hit infernal shrines on HL tonight. Other team first picked rehgar. So we responded by making Johanna and Leoric our first picks.

It was not a pretty game for the other team.
Don't Panic
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 03 2015 05:04 GMT
#168
On September 03 2015 12:40 MotherFox wrote:
Finally hit infernal shrines on HL tonight. Other team first picked rehgar. So we responded by making Johanna and Leoric our first picks.

It was not a pretty game for the other team.


It's interesting building comps for that map specifically. I've been trying to think of an ultimate comp for it.

Leoric-Sylvanas-Kerrigan-Tassadar seems to be a really good 4 - with Leoric the first shrine is pretty much guaranteed yours due to his respawns, Sylv's black arrows (especially past level 7) help clear them super quick (not to mention the bug), Kerrigan's Q with clean kill allows her to 1 hit them (so she can just jump around to each one), and Tass can shield in the fights and drop storms. The 5th can be interchangeable, Sonya, Abathur, Kharazim, Jaina, Kael'Thas, Anub'arak, Tyrael, Arthas, Azmodan all would work well. I'm leaning towards taking a second tank for it.

Since the games can be over so quickly, it's possible to play with only Tassadar for support. The other team will be forced into trying to take the game into the lategame, but since it snowballs so hard you can have a keep and a significant level advantage after the second shrine and usually push to win.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 03 2015 15:49 GMT
#169
I think I'd be hesitant to field tass as a solo support on this map unless I was really sure we were going to take the game by level 14 or 15. Though, I can certainly see some interesting opportunities for force wall...

In general, the more I think of it the more I think this map is amazing for drafting--- but the same aspects that make it great for drafting make it awful for quickmatch. There are loads of characters that are just plain bad on this map, and it feels like that is more true for this map than other maps.
Don't Panic
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 03 2015 16:36 GMT
#170
On September 04 2015 00:49 MotherFox wrote:
I think I'd be hesitant to field tass as a solo support on this map unless I was really sure we were going to take the game by level 14 or 15. Though, I can certainly see some interesting opportunities for force wall...

In general, the more I think of it the more I think this map is amazing for drafting--- but the same aspects that make it great for drafting make it awful for quickmatch. There are loads of characters that are just plain bad on this map, and it feels like that is more true for this map than other maps.


Yes, which is what I was saying. With that kind of comp, you can win the game (or as good as have the game won) by the second shrine. Or you can play monk too for the added heal and the heroic to save Kerrigan in the fights.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 04 2015 16:44 GMT
#171
Last night I tried playing a night of games with allied chat disabled. Wow, what an improvement on my stress levels during games. I had no idea I was getting so wound up due to taking time to rage at people and responding to people irrationally raging.
Don't Panic
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-09-04 17:24:19
September 04 2015 17:19 GMT
#172
Rexxar spotlight!



How do you guys feel about warriors? Like, I don't mind the double warrior meta, but specially with Leoric and Johanna, I think warriors are back into the "does too much stuff" design we had in Alpha. I don't think they should be able to clear minion waves faster than specialists, for example. It looks like Rexxard isn't that kind of warrior though, it will be interesting to see how he plays with Misha.

Also, does anyone else think the Rexxar model is very ugly? Compare his first heroes model, which funnily enough was first shown in the annoucement gameplay video in 2013, with his new model.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-09-04 17:40:28
September 04 2015 17:39 GMT
#173
It's hard to gauge from the video how well his abilities work vs minions, since minions are not featured very strongly. For all we know the first ability (the bird) could be as good as Tyreal's smite against minion waves. In combination with misha's charge, if it clears a wave he could have significant wave clear.
Don't Panic
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 04 2015 18:12 GMT
#174
On September 05 2015 01:44 MotherFox wrote:
Last night I tried playing a night of games with allied chat disabled. Wow, what an improvement on my stress levels during games. I had no idea I was getting so wound up due to taking time to rage at people and responding to people irrationally raging.


Yeah, the problem is you can miss out on some important stuff. I have thicker skin than most so I can just ignore people who are raging/flaming. But I don't want to jeopardise a game because I miss someone typing something strategic rather than pinging it.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 04 2015 18:14 GMT
#175
On September 05 2015 03:12 Larkin wrote:
Show nested quote +
On September 05 2015 01:44 MotherFox wrote:
Last night I tried playing a night of games with allied chat disabled. Wow, what an improvement on my stress levels during games. I had no idea I was getting so wound up due to taking time to rage at people and responding to people irrationally raging.


Yeah, the problem is you can miss out on some important stuff. I have thicker skin than most so I can just ignore people who are raging/flaming. But I don't want to jeopardise a game because I miss someone typing something strategic rather than pinging it.


Fortunately I'm frequently in voicechat with friends who can see the chat, so they have been tasked with telling me anything people talk about strategically.

So far, nothing has been passed on other than little tidbits like "wow, nova's raging"
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
September 04 2015 18:23 GMT
#176
I'm not a fan of Leoric and Johanna having as much wave clear as they have. I'm more ok with Johanna having to talent into it, but given that she also has unstoppable on a stick, it seems her kit is just a little too all-encompassing. At least she doesn't do very high damage in a fight.

Now Leoric also has unstoppable (and un-bodyblockable) on a stick and built in wave clear, so he definitely seems to do too much when you consider how much damage he can output against heroes. He's also surprisingly durable, so it's not like he's Tyrael / Anub who can do damage but also get blown up easily.

They also both have aoe snares on a short-ish cooldown so if AA heroes becomes a thing to counter warriors, well they're still going to be the prefered warriors as they can easily proc Executioner. So it seems less that there needs to be warrior counters and more that those two are just too good relative to other warriors.

I think Muradin is well balanced right now, he has ok waveclear, but it doesn't one-shot creep waves until really late in the game. He doesn't do a ton of damage natively, but can spec into it, and he has a really disruptive kit that lets him do his thing even when they try to ignore him (like Johanna, Leoric just does a ton of damage if you try to ignore him). Then there's Dwarf Toss, which while unstoppable, it's less of a get out of jail card than Iron Skin / Wraith Walk as he can't use it when rooted like them.

Is there a 4th warrior tank worth talking about? I guess Arthas in the right situation, but he lacks the damage and escapability of these three (he has good wave clear, but boy does that eat into his mana).

Now, I'll caveat this by saying I haven't played a ton of Johanna / Leoric, and I'm sure they have weaknesses, but compared to all the other warriors? They just don't seem to have enough, which is surprising because Johanna seemed well balanced on release - she doesn't have any big damage moves and she actually has less hp than *Stitches*. She's just a little too well rounded and that can cover these apparent weaknesses. It seems that Iron Skin is a big culprit here (unstoppable keeps her alive and lets her get to where condemn will do the most damage in a fight). Then again, every single one of her moves is a form of CC (even both ults) and that starts to seem like bit much.

You just have to compare Johanna to Chen to see how Johanna is a little too well-rounded (iirc she does more damage than Chen too!).
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 04 2015 18:59 GMT
#177
I really like the look of Rexxar. First time I've been interested in buying a new warrior.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
mordek
Profile Blog Joined December 2010
United States12704 Posts
September 04 2015 19:39 GMT
#178
On September 05 2015 02:19 [Phantom] wrote:
Also, does anyone else think the Rexxar model is very ugly? Compare his first heroes model, which funnily enough was first shown in the annoucement gameplay video in 2013, with his new model.

Yeah, don't care for the way his jaw/face looks. One of my favorite characters though so will still buy
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 04 2015 20:53 GMT
#179
Mura can clear waves super fast as well, but there is one problem with it, you will be out of Mana really fast. Johanna and Leoric don't even need to take their mana talents to constantly clear, since orbs are enough.
But Mura ist just way better in team fights. Right now people just take the tanks as waveclear, since they have an easier time surviving.
People just got to good at sniping people that clear waves.

I did full Blizzard build on the new map. Funny as hell, since its kill the altar spawns and not collect something and you can guess when new waves spawn rather well.
And I am just waiting for a Kael video, going in alone against 5 and making chain bomb fireworks.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 04 2015 21:09 GMT
#180
I don't have a problem with double Warrior meta, depending on the playstyle and heroes you prefer everything has its counters.
That being said I do think that Johanna and Leoric do too much stuff as Warriors and that Muradin is a bit too tanky. Rest of the Warriors are fine, but these three need some tweaks, especially Johanna in my opinion.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
xDaunt
Profile Joined March 2010
United States17988 Posts
September 04 2015 21:47 GMT
#181
Johanna is fairly balanced. She's tanky as hell and has good CC, but her damage is pretty shit in general.

Leoric is too good right now. Specifically, he's way too good in lane. His inherent wave clear should be nerfed if not his damage overall.

Muradin is balanced and in a good state. Very solid all around with lots of viable builds, but very mana hungry. He may be the model warrior right now in terms of overall design.

Tyrael needs a rework. He has one good build. Too many of his talents are garbage. His damage is pretty pathetic, too, but it's not worth commenting on it until he goes through a rework.

Arthas is in a good spot.

Anub is in a good spot.

Chen is garbage. I don't understand what Blizzard wants us to do with him.

Stitches is in a good spot. Again, Stitches is all about the hook. Players who can't land hooks shouldn't play Stitches. The rest of his capabilities should be sub-par compared to other warriors given how gamebreakingly strong his hook can be.

ETC is fine.

Diablo could use some buffs to his survivability.

Sonya is fine for what she does. She needs to be played like a melee assassin.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
September 04 2015 22:02 GMT
#182
I'd say ETC is a little weak, and stitches is also too weak. Sure hook is nice, but it needs team stun followups, and team stuns are good on their own. Stitches also doesn't survive all that well and doesn't have much other disruption.
The winrates say enough for me, he's just too low across the spectrum. That's a clear sign of a hero that's too weak imho.
Also, to me, this is the assassin meta we're in; cuz mass assassins seem to be everywhere I play. usually 2+ assassins per team.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-09-04 22:21:30
September 04 2015 22:16 GMT
#183
Stiches has low winrate because people that play him still go full slam and don't land hooks =p. I had one of those in HL with me recently.

That said you aren't wrong. I played a game with Stitches where I hooked a Nova out of stealth twice and both times she just walked away because I couldn't kill her without help. Yesterday, I unstealthed Nova with a Dwarf Toss and she was dead before my team could ask me where I was going. I dunno what Stiches needs, maybe he's doomed to be a niche pick. You have to plan to play around hook and since I solo queue, why wouldn't I just play Muradin where landing hammers is easier and easier to follow-up on?

Question for xDaunt - do you find Sonya playable over the other commonly picked melee assassins?

Edit - something that annoys me about ETC is that they buffed Regen Master but didn't change Prog Rock. For a while that seemed to be good burst healing option, but now it's +1/3 as effective as Regen Master with half the uptime so why bother? I suppose the fact that he can't take Regen Master makes this his 'unique' version of it, but it shouldn't have worse throughput imo (especially when it's pegged to a mana using ability).
xDaunt
Profile Joined March 2010
United States17988 Posts
September 05 2015 02:07 GMT
#184
I'm not a huge fan of Sonya because of how badly CC shuts her down relative to other melee heroes. Interrupts to Whirlwind are just brutal because her sustain goes right out the window when it happens.
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
September 05 2015 02:24 GMT
#185
In my opinion, there are Johanna and Muradin as a class apart from the other tanks; they can take huge amounts of damage and are just fine as the only warrior in the comp, Johanna especially due to her waveclear and stuns.

Tyrael and Anub'arak are the next two, which struggle in single warrior comps (apart from with Abathur) due to the fact they can be burst down quite quickly. They work well in double warrior camps due to Tyrael's heroics, team buffs, and Anub's stuns. I like them alongside Johanna or Mura. Sonya and Arthas in similar roles too, but more for direct damage or pushing power. They are both too weak to solo tank unless they have Abathur. I disagree with xDaunt about Tyrael's damage - just using the standard smite build with a tweak here and there has given me plenty of games where I have dished out good damage with him.

ETC is a great counter to melee compositions due to Moshpit. Other than that, he doesn't contribute all that much - he doesn't have much health or do much damage, though his team buffs can be nice. Death Metal is also a great troll ability.

Chen is garbage, though the barrel can disrupt the fuck out of a team. He doesn't do much damage and can't do anything while drinking, so he's basically useless.

Diablo can be great in a ganking squad, but is crap as a tank. Despite his high health, he just goes down so easy and can't really contribute. He doesn't do enough damage, clear waves, or engage with targets unless he is right on top of them.

Leoric is great. Too good. His trait gives him too much strength on Infernal Shrines as he can respawn straight into the first shrine fight and turn the tide. He works well in double warrior comps or alone. Both his heroics can be used in multiple comps.

Stitches' damage is too low, but if you can land good hooks, he can be great at picking off valuable targets with the team working with him. Again, not one for solo tanking.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-09-05 07:53:45
September 05 2015 07:52 GMT
#186
nerf Leoric: either his lane presence/wave clear or overall damage.

nerf Mura: could be on Avatar (something small like the recent water elemental nerf). Its not OP but that makes haymaker viable and the hero more balanced.

nerf Johanna: Maybe on her tankiness since nerfing the rest makes her a moving wall.

buff Chen: More cc. Brew is OP if not countered, so its ok that any decent team comp can make him not immortal. Problem is that he is a moving wall.

buff ETC: More self sustain, he already lost the huge health bar so it should be fine.

buff Stiches: damage is fine imo, his talent tree is also nice. Some number tweaking could work, maybe something in between his old and new health bar.

rework Diablo: last rework didn't accomplished a lot, they should try again.

rework Tyrael: needs a better talent tree, but balance-wise he is in the perfect spot.

Sonya and Anub are fine.

Both Leoric and Johanna could be nerfed with a rework, since they lack build diversity too.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 05 2015 12:44 GMT
#187
actually the problem for Stitches was that his hook could get cleansed away. So he is actually pretty good again. Just not played because its so different.

Chen is still great, if you don't face a disposition hero. Which gotten a bit harder. And Sonja just needs a talent to make her Whirlwind continue while stunned. Like sleep twirling. Making her immune to stun in WW would make it to op.

I think the new map needs the Battlefield of Eternal mechanic, where the objectives goes for the strongest lane. That way you have 3 lives, before a keep goes bye bee.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
September 05 2015 15:28 GMT
#188
Part of sonya's problem is that she's really more of a melee assassin with sustain, like thrall, than a warrior. The line kind of blurs for those two really; as to what makes assassin vs warrior. Or perhaps, the issue is more that when people see warrior, they think tank role; whereas some warriors aren't tanks. Sonya doesn't like to be the only warrior on a team, as she doesn't survive that well if focused.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
September 06 2015 16:35 GMT
#189
After the latest patch is Brightwing still good for solo heals? I like how differently she plays from other supports
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
September 06 2015 17:03 GMT
#190
On September 07 2015 01:35 Roe wrote:
After the latest patch is Brightwing still good for solo heals? I like how differently she plays from other supports

I don't think she does enough healing to be a solo healer tbh. You will lose out in heal over time
Official Entusman #21
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 06 2015 17:23 GMT
#191
the more important thing with brightwing is she doesn't have good burst heal, which makes her a liability as solo support in important teamfights.
Don't Panic
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-09-06 18:54:15
September 06 2015 18:54 GMT
#192
Not really, Malfurion lacks burst heal and he is one of the best healers at the moment. In truth, Brightwing Healing numbers aren't that bad, it is just that she doesn't have as much utility as before. While Uther/Rehgar/Malf are undoubtedly better, I think Brightwing still has a place on maps where you can exploit her mobility. If you are worried about her overall heal picking self-sustained heroes like Leoric, Arthas or Thrall can help a lot.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 06 2015 20:17 GMT
#193
Malf double self heal got fixed as well I think ? So he is falling of a bit. Brightwing has the same issue, her selfheal isn't that good. And Brightwing can heal just fine with the right talents. But you need to be good with pixie dust regardless. And pre shields are always harder to use then heals.
Uther is currently the best, because of Divine shield.

I think people don't experiment with other healers though. And stick to the high impact ults. I mean how long did it take till ETC came back against tripple melee comps.
Wuster
Profile Joined May 2011
1974 Posts
September 06 2015 21:39 GMT
#194
On September 07 2015 03:54 [Phantom] wrote:
Not really, Malfurion lacks burst heal and he is one of the best healers at the moment. In truth, Brightwing Healing numbers aren't that bad, it is just that she doesn't have as much utility as before. While Uther/Rehgar/Malf are undoubtedly better, I think Brightwing still has a place on maps where you can exploit her mobility. If you are worried about her overall heal picking self-sustained heroes like Leoric, Arthas or Thrall can help a lot.


Based on what people who played BW complain about, it's more that her Q is almost completely useless rather than her healing numbers being weak. I mean she never had great burst healing but was more than able to make do and brought a lot to a team. I dunno, I thought about buying her as I'm out of 4k heroes to buy and I she's pretty unique so maybe I'll give her a spin.
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
September 08 2015 21:40 GMT
#195
New patch notes: http://us.battle.net/heroes/en/blog/19883680/heroes-of-the-storm-patch-notes-september-8-2015-9-8-2015

Rexxar is out, Kael'thas chain bomb changes, and of course hero league party changes and report options/silence penalties.
Writer
Wuster
Profile Joined May 2011
1974 Posts
September 08 2015 21:48 GMT
#196
Very sad that Infernal Shrines changes / fixes didn't make it in. I have had nothing but terrible experiences on this map so far.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
September 08 2015 22:50 GMT
#197
On September 09 2015 06:40 Valiver wrote:
New patch notes: http://us.battle.net/heroes/en/blog/19883680/heroes-of-the-storm-patch-notes-september-8-2015-9-8-2015

Rexxar is out, Kael'thas chain bomb changes, and of course hero league party changes and report options/silence penalties.

Just played KT. Chain bomb is still really good. Just doesn't do stupid burst damage like before.
Official Entusman #21
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
September 11 2015 21:54 GMT
#198
So I finally hit rank 1 on HL. This is after being 40 points away from rank 1 and then going on a massive losing streak taking me down to rank 8. Pulled it together and won 11 in a row
Official Entusman #21
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-09-21 19:21:43
September 21 2015 19:13 GMT
#199
Ok so here is an insteresting question. Which do you think its the hero with the worst ability kit?

Currently I think Chen or might be.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
September 21 2015 21:48 GMT
#200
A new In development video went up, which also reveals the name of the Medic (Lt. Morales). Stupid name for the Medic, but still hyped for her.

Writer
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 21 2015 22:33 GMT
#201
marshal raynor looks cool, but it's a shotgun with a burst machine gun sound effect...
Don't Panic
Hier
Profile Blog Joined November 2009
2391 Posts
September 21 2015 23:41 GMT
#202
The colour variations on the newer heroes looks really good. Whenever I flip through the paint jobs of some of the older heroes I don't see a bloody difference at all.
"But on a more serious note..." -everyone on this forum at some point.
xDaunt
Profile Joined March 2010
United States17988 Posts
September 22 2015 01:41 GMT
#203
With Sonya being so popular at the Americas Championship, it seems like it's only a matter of time before Thrall starts getting more action. I have a very hard time seeing Sonya as a superior pick in most circumstances.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 22 2015 02:05 GMT
#204
I was on vacation for a week and have not really Heroleagued since the restrictions on 3/4 man teams came down the line. On reviewing that tourney, it seems like the meta has shifted so much that the team comps are almost alien to me.

Time to learn the game again.
Don't Panic
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 22 2015 14:40 GMT
#205
Sonya being picked everywhere suddenly, I feel like I missed a patchnote. But Sonya was always good, just hard to play her in team fights.

I want some Splatoon like color meter in Zagara vs Zagara QM. But that was the best QM game ever. covered almost 80% of the map in creep after the enemy just gave up clearing creep. Aslo 13 needs a creep talent !
mordek
Profile Blog Joined December 2010
United States12704 Posts
September 22 2015 15:16 GMT
#206
I love Sonya and I'm glad to see more pro-play of her :D
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 22 2015 16:49 GMT
#207
to bad she is played with berserk whenever I see it. I love that leap scream.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 22 2015 17:47 GMT
#208
On September 22 2015 23:40 FeyFey wrote:
Sonya being picked everywhere suddenly, I feel like I missed a patchnote. But Sonya was always good, just hard to play her in team fights.

I want some Splatoon like color meter in Zagara vs Zagara QM. But that was the best QM game ever. covered almost 80% of the map in creep after the enemy just gave up clearing creep. Aslo 13 needs a creep talent !


SONYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA. I just discovered how amazing she is.

The key to playing her correctly in team fights is to play her like Illidan. Poke around the sides a bit, throw down a slam or two, but don't commit unless you see someone is clearly out of position. After that, you just chase down some poor squishy until they die and clean up fights. Sonya doesn't actually tank a whole lot, so it drives me crazy when people playing Sonya dive into the middle of a fight and then wonder why they melted so fast :/.

Playing Sonya into Illidan is AMAZZZZZING. He can't even come close to competing with her, not even in Metamorphosis.
StrategyAllyssa Grey <3<3
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
September 22 2015 17:53 GMT
#209
On September 23 2015 02:47 SC2John wrote:
Show nested quote +
On September 22 2015 23:40 FeyFey wrote:
Sonya being picked everywhere suddenly, I feel like I missed a patchnote. But Sonya was always good, just hard to play her in team fights.

I want some Splatoon like color meter in Zagara vs Zagara QM. But that was the best QM game ever. covered almost 80% of the map in creep after the enemy just gave up clearing creep. Aslo 13 needs a creep talent !


SONYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA. I just discovered how amazing she is.

The key to playing her correctly in team fights is to play her like Illidan. Poke around the sides a bit, throw down a slam or two, but don't commit unless you see someone is clearly out of position. After that, you just chase down some poor squishy until they die and clean up fights. Sonya doesn't actually tank a whole lot, so it drives me crazy when people playing Sonya dive into the middle of a fight and then wonder why they melted so fast :/.

Playing Sonya into Illidan is AMAZZZZZING. He can't even come close to competing with her, not even in Metamorphosis.

Steps on how to play Sonya correctly:

1. Dive into the enemy team because Sonya is immortal.
2. Get melted instantly.
3. Blame SC2John for not healing.
Writer
karazax
Profile Joined May 2010
United States3737 Posts
September 24 2015 01:43 GMT
#210
This Blizzard interview suggests buffs are incoming for Stitches in the near future:

http://www.shacknews.com/article/91397/heroes-of-the-storm-designers-discuss-rexxar-kharazim-artanis-the-meta-and-more
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2015-09-24 09:13:25
September 24 2015 09:11 GMT
#211
On September 24 2015 10:43 karazax wrote:
This Blizzard interview suggests buffs are incoming for Stitches in the near future:

http://www.shacknews.com/article/91397/heroes-of-the-storm-designers-discuss-rexxar-kharazim-artanis-the-meta-and-more

Yeah I saw that. There is another interview on the reddit I think where they suggest that Zeratul and KT are going to get some nerfs/changes. Tyrande and Tassadar are also getting some changes, and I think that they are being changed to full supports or something like that from what I've heard.

Yeah, here it is:
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 24 2015 11:06 GMT
#212
wow that would suck, I finally found a nice Tyrande build again.
Garbels
Profile Joined July 2010
Austria653 Posts
September 24 2015 11:10 GMT
#213
I hope they don't mess with wormhole to much, because its a very cool and fun mechanic.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 24 2015 13:35 GMT
#214
I find myself having to constantly just think, "The nature of heroes is change. Embrace it."
Don't Panic
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
September 24 2015 14:02 GMT
#215
The issue with zeratul is not wormhole imo. It is his VP.
xDaunt
Profile Joined March 2010
United States17988 Posts
September 24 2015 15:10 GMT
#216
On September 24 2015 23:02 FreeZEternal wrote:
The issue with zeratul is not wormhole imo. It is his VP.

Yeah, this is definitely the case at the pro level and at the higher levels of HL. That said, his burst damage is probably a little bit too high following the buffs to Focused Attack and Follow Through, so I wouldn't be surprised if some adjustments were made to compensate. I wouldn't mind seeing a bit of a nerf to him just so that people don't pick him away from me as much anymore.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-09-24 16:20:03
September 24 2015 16:19 GMT
#217
On September 25 2015 00:10 xDaunt wrote:
Show nested quote +
On September 24 2015 23:02 FreeZEternal wrote:
The issue with zeratul is not wormhole imo. It is his VP.

Yeah, this is definitely the case at the pro level and at the higher levels of HL. That said, his burst damage is probably a little bit too high following the buffs to Focused Attack and Follow Through, so I wouldn't be surprised if some adjustments were made to compensate. I wouldn't mind seeing a bit of a nerf to him just so that people don't pick him away from me as much anymore.


The problem I have with that is Blizzard likes to nerf everything making heroes mediocre. That happened with Thrall, Arthas and Stiches where they nerfed their damage, their survaibility, and their mana cost instead of just focusing on nerfing just one thing.

I wouldn't like Zeratul damage nerfed, but Void Prision. About Worm hole that is a tricky one, because it is one of those must pick talents, and so it is likely Blizzard will nerf it. Altough frankly I think some of the must pick talents should be integrated into the ability itself and nerf them a little to compensate (not wormhole though, that would be imba, but others like Rune Tap for Arthas or the long dead Cast Aside).
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
September 24 2015 16:36 GMT
#218
On September 25 2015 01:19 [Phantom] wrote:
Show nested quote +
On September 25 2015 00:10 xDaunt wrote:
On September 24 2015 23:02 FreeZEternal wrote:
The issue with zeratul is not wormhole imo. It is his VP.

Yeah, this is definitely the case at the pro level and at the higher levels of HL. That said, his burst damage is probably a little bit too high following the buffs to Focused Attack and Follow Through, so I wouldn't be surprised if some adjustments were made to compensate. I wouldn't mind seeing a bit of a nerf to him just so that people don't pick him away from me as much anymore.


The problem I have with that is Blizzard likes to nerf everything making heroes mediocre. That happened with Thrall, Arthas and Stiches where they nerfed their damage, their survaibility, and their mana cost instead of just focusing on nerfing just one thing.


Yeah, I listened to that video and all I heard is, "we're going to take away zeratul's burst damage, nerf wormhole so you can't micro with it, and nerf void prism". I'm pretty sure all three of those together will be overkill.
Don't Panic
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-09-24 19:15:57
September 24 2015 19:15 GMT
#219
Well to be fair, Tychus, Valla and Tyrael each only had the one ability changed (although messing with an ult was enough to wreck Tychus).

Stiches also had some pretty mild nerfs, it took them 3 tries to completely destroy him =p.

After listening to all the things they think are problematic with Zeratul is probably why he hasn't been changed yet. I still don't know why they buffed his burst in the first place though.
Hier
Profile Blog Joined November 2009
2391 Posts
September 24 2015 21:04 GMT
#220
I can't find anything; why is the European server down?
"But on a more serious note..." -everyone on this forum at some point.
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-09-25 22:53:42
September 25 2015 22:39 GMT
#221
On September 25 2015 01:36 MotherFox wrote:
Show nested quote +
On September 25 2015 01:19 [Phantom] wrote:
On September 25 2015 00:10 xDaunt wrote:
On September 24 2015 23:02 FreeZEternal wrote:
The issue with zeratul is not wormhole imo. It is his VP.

Yeah, this is definitely the case at the pro level and at the higher levels of HL. That said, his burst damage is probably a little bit too high following the buffs to Focused Attack and Follow Through, so I wouldn't be surprised if some adjustments were made to compensate. I wouldn't mind seeing a bit of a nerf to him just so that people don't pick him away from me as much anymore.


The problem I have with that is Blizzard likes to nerf everything making heroes mediocre. That happened with Thrall, Arthas and Stiches where they nerfed their damage, their survaibility, and their mana cost instead of just focusing on nerfing just one thing.


Yeah, I listened to that video and all I heard is, "we're going to take away zeratul's burst damage, nerf wormhole so you can't micro with it, and nerf void prism". I'm pretty sure all three of those together will be overkill.



Datamined path note: Zera's aa scaling decreased by 1, Wormhole window nerfed 1 second and VP range halfed. So they did hit all three but I'm hoping it's relatively benign... but we'll see as it is a lot at once.

I'm hopeful for the ETC and Stiches buffs though! Especially Prog Rock which really should have been buffed when they buffed regen master. Not sure what to make of Chen and Diablo changes, I don't play enough of them.

Oh right, wave clear nerfed on Johanna, Leoric and Rexxar, thank goodness.

Edit: Official patch notes:
http://us.battle.net/heroes/en/blog/19893628/heroes-of-the-storm-ptr-patch-notes-september-24-2015-9-24-2015
Big G
Profile Joined April 2011
Italy835 Posts
September 25 2015 22:58 GMT
#222
Official patch notes: http://us.battle.net/heroes/en/blog/19893628/heroes-of-the-storm-ptr-patch-notes-september-24-2015-9-24-2015

Garbels
Profile Joined July 2010
Austria653 Posts
September 25 2015 23:10 GMT
#223
Wow Watch with Others an Try Mode Updates are pretty cool.
Zambrah
Profile Blog Joined June 2011
United States7312 Posts
September 25 2015 23:13 GMT
#224
Artanis seems like hes gonna be a lot of funnnn. Super excited to play some 'Toss warrior. Artanis/Zeratul/Tassadar for days.
Incremental change is the Democrat version of Trickle Down economics.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 26 2015 00:10 GMT
#225
Stitches is becoming too good again in my opinion... giving him a talent that permanently increases his max HP by 30 with every globe, while in some average games I manage to get 30-40 globes means that he will easily have 1200 more HP than he usually has and will probably become the tankiest hero in the game considering his raw HP.
His Devour works from max HP, so does Stone Skin, I really think that he will become too good at tanking.

Can't believe that they have changed Butcher's Savage Charge talent just the way I wanted them to change it, same with Wormhole. Blizzard reading my mind lately.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
karazax
Profile Joined May 2010
United States3737 Posts
September 26 2015 00:21 GMT
#226
Our next major Heroes of the Storm patch has just arrived to the Public Test Realm and will be available for playtesting until October 5. During this time, we kindly request your assistance in trying out some of the new content and balance changes it contains before we officially release the patch to the live version of Heroes next week. Just like last time, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.

Patch notes for our impending Heroes of the Storm update can be found below.

General

New Maximum Graphic Settings for 32-bit Operating Systems
+ Show Spoiler +
•Players who do not have sufficient addressable memory to effectively run Heroes of the Storm using High or Ultra graphic settings will have their settings redetected and reset to Medium or lower upon logging in to Heroes of the Storm after downloading today’s patch.
•These players will no longer be able to select graphic settings above Medium
•This will primarily affect players who use 32-bit operating systems.
•Please read our recent support article to learn more about this change.



New Hero

Lt. Morales has been added to Heroes of the Storm and is now available for play! Read on for a brief overview of this new Support Hero’s Abilities.

+ Show Spoiler +
Trait
•Caduceus Reactor •Regenerate 3% of your maximum Health per second after not taking any damage for 4 seconds.


Basic Abilities
•Healing Beam (Q) •Heal an ally for 20 Health per second as long as they are in range. Reactivate to switch targets, or activate your Trait to cancel channeling.

•Safeguard (W) •Grant target ally Resistant, reducing damage taken by 25% for 3 seconds.

•Displacement Grenade (E) •Fire a grenade that explodes on the first enemy hit, dealing damage, and knocking enemies away.


Heroic Abilities
•Stim Drone (R) •Grant an allied Hero 75% Attack Speed and 25% Movement Speed for 10 seconds.

•Medivac Dropship (R) •Target a location for a Medivac transport. For up to 10 seconds before takeoff, allies can right-click to enter the Medivac.





Art

General
+ Show Spoiler +
•New visual effects have been added which will better alert players when they are targeted by an enemy structure.
•Range indicators have received visual improvements across the board and should now be much easier to distinguish across all Battleground tilesets.
•Various Try Mode Battleground assets have received additional optimization to help improve load times.
•A number of Mercenaries have received additional animation and effect polish.


Heroes
•A unique new Egg overlay has been added for Murky. This overlay will be displayed for Murky players when they receive a reduced death timer as a result of respawning from a living Egg.
•Kharazim has received various animation updates.
•Uther has received updated cloth physics.

Hero Abilities
•The following Hero Abilities and Talents have received additional visual polish:
+ Show Spoiler +
•Jaina – Water Elemental (R)
•Kael’thas – Living Bomb (W), Gravity Lapse (E)
•Murky – Slime (Q) debuff
•The Butcher – Ruthless Onslaught (E), Lamb to the Slaughter (R)
•Tyrael and all Tyrael Skins – Archangel’s Wrath form (Trait)
•Uther and all Uther Skins – Eternal Devotion form (Trait)
•Rexxar – Misha’s model has received updates.



Skins
+ Show Spoiler +
•Centurion Johanna has received updated cloth physics
•The following Hero Skins have received additional visual polish for certain Abilities and Talents, which more closely match that Skin’s theme:
•Angelic Valla – Multishot (W), Vault (E)
•Betrayer Malfurion – Moonfire (W), Entangling Roots (E)
•Chef Stitches – Hook (Q), Slam (W)
•Magni Muradin – Storm Bolt (Q), Thunder Clap (W), Dwarf Toss (E), Avatar (R)
•Spectre Nova – Basic Attack, Snipe (Q), Pinning Shot (W), Triple Tap (R), Precision Strike (R)



Shop

+ Show Spoiler +
Bundles
+ Show Spoiler +
•New Bundles
•Apothecary Morales Bundle – Available for a limited time.
•Marshal Raynor Bundle – Available for a limited time.
•Altered Fates Bundle – Available for a limited time.
•Altered Fates Ultimate Bundle – Available for a limited time.



Heroes
+ Show Spoiler +
•New Hero •Lt. Morales has been added to the in-game Shop.



Mounts
+ Show Spoiler +
•New Mounts
•Marshal’s Outrider
•Void Speeder – Available exclusively by purchasing the StarCraft II: Legacy of the Void Collector’s Edition.


Price Changes
•Chen’s prices have been reduced to 7,000 Gold and $8.49 USD.
•Tyrael’s prices have been reduced to 4,000 Gold and $6.49 USD.

Skins
•New Skins
+ Show Spoiler +
•Apothecary Morales
•Lt. Morales Master Skin
•Marshal Raynor




User Interface

+ Show Spoiler +
End of Game Surveys
+ Show Spoiler +
•Players now have a chance to receive a one-question survey following Hero League, Team League, and Quick Match games.
•Survey questions will ask players to give a rating from one to five stars on a variety of game-related topics.
•These surveys will help us to continue making improvements to Heroes of the Storm with future updates.



In-Game UI
•Buffs & Debuffs
+ Show Spoiler +
•A new Healing Fountain icon has been added to the right of the Hero portrait to indicate whether Healing Fountains are available for use, or on cooldown.
•Buffs granted via Talents have been reworked, and now appear underneath the player’s Health and resource bars, to the right of the Healing Fountain icon.
•Buff icons for Talents such as Seasoned Marksman, Focused Attack, Regeneration Master, etc., will also indicate the number of stacks earned.


Loading Screens
+ Show Spoiler +
•Loading Screens will now display the players on each team along the left and right edges of the screen, and include the following information:
•Player name, portrait, and portrait border
•Loading progress
•Selected Hero for that game

•Objective descriptions on Battleground Loading Screens have received visual improvements, and can now be found near the bottom-center of the screen.


Looking for Party
•The Looking for Party panel will no longer list players who are marked as Away.

Replays
+ Show Spoiler +
•A new Watch with Others button has been added to the Watch tab, which will allow multiple players to view Replays together.
•Clicking Watch with Others will open a replay lobby. The replay host can then invite up to 11 other players to view that replay simultaneously.
•Only the host will have access to replay controls, which will determine playback for all viewers.
•If the host exits the replay, another player will become host and gain access to playback controls.


Shop
•The Featured Item pane in the Shop will now only be displayed on the first page of items under each Shop category.
•Additionally, the mouse wheel can now be used to scroll through item pages in the Shop while the cursor is hovering over the Featured Item pane.


Design & Gameplay

+ Show Spoiler +
A.I. Talent Selection
+ Show Spoiler +
•A.I. controlled Heroes will now select their Talents from a group of preset Talent builds.

Developer Comments: A.I. players will now choose from predetermined Talent builds instead of randomly selecting Talents. This is especially important for players who disconnect as the A.I. will now no longer randomly choose Talents, but instead try to pick builds that are closer to what players would expect. In addition, A.I. controlled Heroes in Versus A.I. games will also have their own Talent builds to choose from.


Vehicles and Regeneration Globe Interaction
+ Show Spoiler +
•Regeneration Globes will no longer heal Dragon Knights and Garden Terrors
•Instead, Regeneration Globe effects will now be applied directly to the Hero inside the Dragon Knight or Garden Terror.

•Players within a Dragon Knight or Garden Terror can now also accumulate stacks for Talents such as Seasoned Marksman, Gathering Power, Regeneration Master, etc.

Summoned Unit Attacks
•Summoned unit Basic Attacks will now miss if that Summon is Blinded or the target is Evading.
•Summoned unit Basic Attacks will no longer consume Block Talent stacks.

Battlegrounds

+ Show Spoiler +
General AI
+ Show Spoiler +
•The Dragon Shire and Sky Temple Battlegrounds have received several A.I. improvements. •A.I. controlled Heroes can now travel long distances more effectively, and will travel to take part in objectives from anywhere on the Battleground.
•A.I. controlled Heroes will now wait near an objective until enough allies have arrived that they can commit to a team fight at that objective.


Try Mode Updates
+ Show Spoiler +
•The allied Hall of Storms has been moved much closer to the Gate.
•The size of the Try Mode Battleground has been increased to accommodate a new playable area below the lane.
•Siege and Bruiser Mercenary Camps have been added.
•A Target Dummy has been added. •When attacking the Target Dummy, a new panel will display on-screen that will track damage per second and total damage dealt to the Dummy.

•The Try Mode in-game controls have been reworked and moved to the left-hand side of the screen. Additionally, several new Try Mode controls have been added, and others have been updated:
•Toggle Ally – Enable or disable Malfurion in-lane
•Toggle Cooldowns – Enable to remove Ability cooldowns
•Set Level – Drag the slider to select the desired level, up to 30.
•Reset Talents – Click to reselect all Talents

•Try Mode will now remember which settings were selected during the previous game, and will apply them when entering a new Try Mode game.


Battlefield of Eternity
+ Show Spoiler +
•Immortal
•Basic Attack damage increased from 360 (+22 per minute) to 360 (+25 per minute) after 11 minutes have passed, and 360 (+30 per level) after 16 minutes


Developer Comments: Matches on Battlefield could occasionally go quite long as the Immortals weren’t scaling high enough into the late game. With this slight damage increase they’ll be more of a threat as the game progresses.


Garden of Terror
+ Show Spoiler +
•Garden Terror •Overgrowth (W) •Now also disables the enemy Core
•Health now increases the longer the game progresses


Developer Comments: We didn’t like the gameplay of Garden Terrors being used defensively to slow down an enemy Garden Terror push. Now that the Overgrowth can disable the Core, it will be much less effective to defend as a Garden Terror, encouraging teams to be more offensive with their Garden Terrors.


Infernal Shrines
+ Show Spoiler +
•Punisher •Starting and scaling Health decreased by 10%
•Now leap to the nearest enemy Hero within range, rather than selecting one at random

•Skeletal Defenders •The amount of Skeletal Defenders required to summon a Punisher has been increased from 30 to 40.
•Skeletal Defenders will no longer take increased damage from abilities and talents that deal bonus damage to minions.
•The range at which Skeletal Defenders will detect and attack players has been decreased by 25%

Developer Comments: Player feedback has been centered around how hard it is to comeback when falling behind on Infernal Shrines. We agree that the Punishers are overly punishing, so we’re nerfing their Health slightly. Teams that successfully bait the Punishers deep within their base will be able to put an end to this threat sooner.


Sky Temple
+ Show Spoiler +
•Events in which all three Temples activate simultaneously will no longer occur.

Developer Comments: While the three temple event could be fun, it didn’t leave the defending team with many options. It almost always meant whoever had the advantage at that point in time could secure the majority of the temples and win the match with little for the other team to do.



Heroes

Assassins


The Butcher
+ Show Spoiler +
•Ruthless Onslaught (E) •Savage Charge (Talent) •Bonus damage changed from 15% of the target’s current Health to 10% of the target’s maximum Health


•Lamb to the Slaughter (R) •New art has been added that will better indicate which players are affected by Lamb to the Slaughter


Developer Comments: We’d like to avoid ‘current Health’ for the Savage Charge Talent, as what players get out of this can vary wildly. Using Savage Charge against a low Health target could net less than a Basic Attack, so the damage will be much more consistent with this change.



Zeratul
+ Show Spoiler +
•Basic Attack damage reduced from 47 (+13 per level) to 47 (+12 per level)
•Blink (E) •Wormhole (Talent) •Blink reactivation time reduced from 3 to 2 seconds


•Void Prison (R) •Casting range reduced by 50%


Developer Comments: Zeratul is a little bit too strong, especially at competitive and tournament level play. Wormhole remains extremely powerful, but decreasing this timer from 3 to 2 seconds will give increased counter play options to the enemy team, primarily if they can disable Zeratul during this shorter time window. Void Prison remains one of the most powerful Heroics in the game, but with the decreased range, Zeratul will now likely have to use Blink or aggressive positioning to get into place for the perfect Void Prison.


Specialist


Abathur
+ Show Spoiler +
•Locust Strain (Trait) •Locusts will no longer spawn as soon as the game begins, and will now wait until the first Minion wave spawns

Developer Comments: Abathur’s initial Locust would previously sit idle until Minions spawned. This change will allow Abathur to get in position before the first Locust spawns at the start of a game.



Nazeebo
+ Show Spoiler +
•Corpse Spiders (Q) •Spiders attack damage decreased from 10 (+1 per level) to 9.5 (+0.95 per level)
•Leaping Spiders (Talent) •Spider attack damage bonus decreased from 25% to 15%


•Ravenous Spirit (R) •Vision radius granted by the Spirit increased by approximately 66%


Developer Comments: Nazeebo was dealing a little more damage than we’d like, specifically when looking at his spiders. We’ve tuned his base spiders and their leaping talent down to bring him more in line.



Support


Tassadar
+ Show Spoiler +
•Plasma Shield (Q) •Shield amount decreased from 200 (+40 per level) to 150 (+30 per level)
•Shield amount is now increased by 50% when cast on allied Heroes
•Mana cost reduced from 50 to 40
•Cooldown reduced from 8 to 5 seconds
•Leeching Plasma (Talent) •Basic Attack damage returned as Health increased from 20% to 30%

•Evasive Shielding (Talent) •Movement Speed bonus duration increased from 4 to 5 seconds


•Archon (R) •Damage bonus decreased from 100% to 60%
•Twilight Archon (Talent) •Damage bonus decreased from 200% to 140%



Developer Comments: It’s important that Tassadar players can queue for Quick Match and not be worried that they are going to cause a negative experience for their team. A Tassadar player who chooses the Support Talents will be much more viable as a Support character. We still expect Tassadar to put out smaller numbers when compared to the highest healing Supports, but with the huge amount of utility Tassadar brings, we think this is an okay trade off. The second change here targets Archon providing a little too much power; we’ve reduced some numbers to tune him appropriately. Internally, we’ve seen more Force Wall play as a result, which has been exciting.



Tyrande
+ Show Spoiler +
•Searing Arrows (Talent) •Basic Attack damage bonus increased from 40% to 50%

•Shadowstalk (R) •No longer reveals enemies.
•Instead, allied Heroes are now healed over 8 seconds, and then receive a large burst of healing when Shadowstalk expires
•Hunter’s Prey (Talent) has been renamed to Hunter’s Swiftness •Allied Heroes no longer gain a Basic Attack damage bonus, and instead receive a 40% Movement Speed bonus for 8 seconds



Developer Comments: We think that it’s important that Tyrande has the capability to be a viable solo healer, as she might be the only Support on your team in Quick Match. Shadowstalk is generally an under-picked Heroic, so we decided to focus it more toward healing so that it can become a “support” option. Tyrande still brings less healing than some of our other Supports due to the rest of her kit, but we hope that the Shadowstalk change will bring her closer to what players expect when fulfilling the primary Support role.



Warrior


Chen
+ Show Spoiler +
•Fortifying Brew (Trait) (D) •Shield amount changed from 20 (+12 per level) to 33 (+10 per level)
•Brew will now regenerate in increments of 5 while channeling Fortifying Brew
•Keg Toss (Talent) moved from Level 7 to Level 1
•Bottomless Mug (Talent) moved from Level 1 to Level 16 •This Talent’s functionality has changed
•Now decreases the cooldown of Fortifying Brew from 5 to 3 seconds

•Combat Stance (Talent) •Shield duration after Fortifying Brew channeling ends increased from 2 to 3 seconds

•New Talent (Level 1): Grounding Brew •Now decreases all incoming Ability damage by 25% while channeling Fortifying Brew


•Flying Kick (Q) •Flying Kick speed increased by approximately 20%
•Brew Strike (Talent) •This Talent’s functionality has changed
•Now reduces Flying Kick’s cooldown by 1 second for every Hero hit by Keg Smash


•Keg Smash (W) •Slow duration increased from 2.5 to 3 seconds
•Full Keg (Talent) moved from Level 1 to Level 7 •This Talent’s functionality has changed
•Now increases Keg Smash damage and area of effect by 50%


•Breath of Fire (E) •Deep Breath (Talent) •Now also reduces Breath of Fire’s Brew cost from 30 to 20

•Ring of Fire (Talent) •Damage increased from 10 (+2.5 per level) to 11 (+2.75 per level)


•Storm, Earth, Fire (R) •Brew cost removed

•Wandering Keg (R) •Brew cost removed
•Cooldown decreased from 90 to 70 seconds


Developer Comments: While we see a fair amount of Talent diversity within Chen players, we found that some of these Talents were traps, so these changes will help. We also added a bit of power into Chen’s core playstyle to help him at competitive levels.


Diablo
+ Show Spoiler +
•Black Soulstone (Trait) •Maximum Health gained per Soul increased from 0.15% to 0.2%
•Essence of the Slain (Talent) •Now also grants 10 Health for each enemy slain nearby


•Shadow Charge (Q) •Range increased by approximately 15%
•Stun duration after knocking an enemy into a wall increased from 0.75 to 1 second
•Devastating Charge (Talent) •Now reduces movement impairing effects for 6 seconds, up from 3 seconds


•Fire Stomp (W) •Damage increased from 30 (+9 per level) to 33 (+10 per level)
•Mana cost decreased from 50 to 40

•Overpower (E) •Domination (Talent) •Cooldown reduction for Shadow Charge increased from 8 to 10 seconds


Developer Comments: The buffs to Shadow Charge should help to reinforce Diablo as the premier gank Warrior. The rest of his kit gets a little bit of love to help his overall play.



E.T.C.
+ Show Spoiler +
•Health increased from 1040 (+240 per level) to 1050 (+250 per level)
•Power Slide (Q) •Stun duration increased from 1 to 1.25 seconds

•Face Melt (W) •Mana cost decreased from 60 to 50
•Cooldown decreased from 12 to 10 seconds
•Mic Check (Talent) •Cooldown reduction increased from 4 to 5 seconds


•Guitar Solo (E) •Heal amount increased from 25 (+6 per level) to 27 (+6.5 per level)
•Pwn Shop Guitar (Talent) •Mana cost reduction increased from 40% to 60%

•Prog Rock (Talent) •Bonus healing granted per Regeneration Globe increased from 2 to 3 Health per second.



Developer Comments: We wanted to further emphasize E.T.C.’s ability to disrupt enemies with his Face Melt and Power Slide Abilities. With these buffs, we feel he’ll fall in line as a viable main Warrior.



Johanna
+ Show Spoiler +
•Condemn (W) •Knight Takes Pawn (Talent) •Damage bonus against Minions and Mercenaries decreased from 400% to 300%
•Stun duration against Minions and Mercenaries decreased from 4 to 3 seconds


•Blessed Shield (R) •Stun duration decreased from 2 to 1.5 seconds for the first target struck, and decreased from 1 to 0.75 seconds for additional targets.
•Radiating Faith (Talent) •No longer increases Blessed Shield range.
•Now increases the stun duration to 2 seconds for the first target struck, and 1 second for additional targets



Developer Comments: Johanna is powerful right now, and we think a large part of her strength is due to her ability to quickly clear large Minion waves. We also felt that the stun duration on her Blessed Shield could be frustrating to play against during the mid-game. Players who are looking to get that extra stun duration back can elect to build into it at level 20.



Leoric
+ Show Spoiler +
•Ossein Renewal (Talent) •Now dismounts Leoric upon activation
•No longer causes Leoric to pause briefly when activated while moving

•Skeletal Swing (Q) •Damage decreased from 100 (+10 per level) to 85 (+8.5 per level)


Developer Comments: Leoric is too powerful right now. We’re targeting his Skeletal Swing, as we believe it does everything a little too well. The damage output for this Ability has been decreased overall, and we’ve reduced its strength at clearing Minion waves significantly.



Muradin
+ Show Spoiler +
•Haymaker (R) •Haymaker has received improvements which should help it feel more responsive to cast



Rexxar
+ Show Spoiler +
•New Ability: Misha, Fixate! (1) •“Misha, Fixate!” will have two functions, depending on its target: •If “Misha, Fixate!” is used on an enemy, Misha will move to attack the target until the target dies, a new order is issued, Misha leashes, or Misha dies
•If “Misha, Fixate!” is used on the ground, Misha will move to that area and hold position until a new order is issued, Misha leashes, or Misha dies •Using "Misha, Fixate!" will automatically place Rexxar's passive into the "Misha, Follow!" state
•Misha retains her current behavior when issuing commands using “Misha, Follow!” (D) and “Misha, Attack!” (D)
•Misha (Trait) •Misha’s leash range has been significantly increased
•Misha will now hide when Rexxar is hidden in a Bush

•Spirit Swoop (Q) •Bird of Prey (Talent) •Bonus damage to non-Heroic targets has been reduced from 300% to 200%.

Developer Comments: We’ve received a lot of both positive and negative feedback about Misha’s controls and wanted to offer a little more to our players without completely overhauling her current control scheme. We will continue to monitor this and may make future adjustments to Rexxar and Misha if necessary to balance for this increased level of control.



Stitches
+ Show Spoiler +
•Health increased from 1060 (+230 per level) to 1060 (+260 per level)
•Block (Talent) removed
•Regeneration Master (Talent) removed
•Imposing Presence (Talent) removed
•Stoneskin (Talent) added at Level 16
•New Talent (Level 1): Dampen Magic •Every 8 seconds, gain a charge that reduces damage taken from the next incoming enemy Ability by 50%. Stores up to 2 charges.

•New Talent (Level 1): Hungry for More •Collecting Regeneration Globes permanently increases maximum Health by 30

•Hook (Q) •Helping Hand (Talent) •Now also reduces Hook’s cooldown by 8 seconds when pulling an ally


•Slam (W) •Mana cost reduced from 45 to 40

•Devour (E) •Mana cost reduced from 65 to 55
•Cooldown reduced from 24 to 20 seconds
•Last Bite (Talent) •Now grants cooldown reduction for enemies that are killed within 3 seconds after being damaged by Devour

•Indigestion (Talent) •Retchlings now apply the effects of Vile Gas to the targets they attack


•Gorge (R) •Duration increased from 3.5 to 4 seconds
•Stitches’ Movement Speed is no longer reduced while using Gorge
•Targets under the effect of Stitches’ Gorge will now be instantly expelled if Stitches enters Stasis (Divine Palm, Devouring Maw, Cocoon, Medivac)
•Hungry Hungry Stitches (Talent) •No longer increases Gorge duration
•Now increases Gorge damage by 40%


Developer Comments: We wanted to buff Stitches and position him to be more powerful against Mages. His regeneration build has been nerfed, due to the removal of Regeneration Master, but instead he now has a high Health build which also increases Devour’s effectiveness. His core kit was improved at a basic level, which will help bring him back into competitive play. Finally, we wanted to clean up the rules associated with Gorge and the level 20 upgrade, so we cut the unnecessary components of those two Abilities.



Bug Fixes

+ Show Spoiler +
General
+ Show Spoiler +
•Corrected a variety of typos and tooltip errors.
•Fixed an issue that could cause a number of Heroes to fly back to their death locations after respawning if they were killed while using certain Abilities.
•Players using Macs with system configurations at or below Heroes of the Storm’s minimum specifications will no longer experience excessive loading times.
•During Practice Mode games, Abilities with delayed AOE damage effects will no longer continue to fire after the match is paused by accessing the Talent pane.


Art
+ Show Spoiler +
•The visual effects for Grave Golem and Sky Temple Boss Slam Abilities now more closely matches their area of effect indicators.


Battlegrounds
+ Show Spoiler +
•Skeletal Defender Health will now properly scale over time on the Infernal Shrines Battleground.
•Fixed an issue that allowed Punishers to attack structures while enraged on the Infernal Shrines Battleground.
•Corrected an issue that could cause Punishers to prioritize attacking enemy Structures after initially targeting a Hero.
•Fixed an issue that could allow skulls to spawn outside the playable area in the Haunted Mines.
•Fixed an issue that could allow A.I. controlled Garden Terrors to briefly continue casting their Abilities after death.


Heroes and Talents
+ Show Spoiler +
•The Focused Attack Talent now properly uses a 10 second cooldown between bonuses to Basic Attack damage.
•The Battle Momentum Talent will now properly reduce Tyrael's Sanctification cooldown.
•Abathur will now properly receive Takedown credit after dealing the killing blow to Leoric.
•Abathur will no longer receive Takedown credit after casting Symbiote on an allied Leoric that is then killed by the enemy team.
•Abathur's Hivemind Symbiote will no longer persist on Leoric after he enters Undying form.
•A Sgt. Hammer clone created by Abathur’s Ultimate Evolution will no longer be granted the Napalm Strike Heroic Ability after entering Siege Mode.
•Fixed an issue that could allow Arthas’ Summon Sindragosa to be placed on reduced cooldown despite being successfully cast.
•Azmodan’s movement commands are now properly interrupted when casting All Shall Burn after learning the March of Sin Talent.
•Chen will no longer earn three extra Brew after casting another Ability during Fortifying Brew.
•Falstad’s Hinterland Blast will no longer be placed on reduced cooldown when it is successfully cast at the same moment that Falstad is stunned by The Butcher’s Ruthless Onslaught.
•Illidan's Sweeping Strike will now properly deal damage when the Immolation Talent damages the target at the same moment.
•The visual effects for Johanna's Shield Glare are no longer visible through the Fog of War.
•Kerrigan will no longer receive multiplicative bonuses to Shield generation after learning the Aggressive Defense and Omegastorm Talents.
•Kharazim’s Overtake Talent will now properly last for its full duration.
•Camera Follow will no longer cease functioning if Leoric enters Undying form in mid-air.
•Leoric’s Reanimation Talent will no longer allow him to regenerate Health after picking up a Regeneration Globe while controlling a Dragon Knight or Garden Terror.
•The visual and sound effects for Murky’s Octo-Grab will no longer persist if the target is killed at the same moment that the Ability is cast.
•Nazeebo's Gargantuan will no longer continue to follow an enemy Leoric that has entered Undying form.
•Rehgar’s Feral Lunge will no longer be reset if he is knocked back while lunging.
•Sonya’s Seismic Slam, Tyrande’s Light of Elune, and Zeratul’s Cleave will no longer place the Hero’s Basic Attack on cooldown.
•Stitches will no longer become briefly unresponsive after casting Hook on a target that has just died.
•Fixed an issue that could prevent Tassadar's Plasma Shield with the Khala’s Embrace Talent from providing bonus Shields to Structures.
•The Butcher will no longer stop his Ruthless Onslaught charge if Abathur's Ultimate Evolution clone charges the target first.
•The Lost Vikings are no longer teleported back to their Hall of Storms if they would have been killed by Zagara’s Devouring Maw while in Longboat Raid! form.
•Tychus's Drakken Laser Drill will no longer target Heroes while they are hidden in bushes.
•Tychus’s Overkill will no longer track enemies while he is trapped by Void Prison.
•Uther will no longer be teleported back to the Hall of Storms if his Redemption Talent cooldown expires while he is in Eternal Devotion form.


Sound
+ Show Spoiler +
•The voiceover for Johanna's Falling Sword can no longer be heard globally.
•The sound effects for Murky’s March of the Murlocs will no longer continue to play if casting is interrupted.
•Allied Heroes will no longer tell Leoric to use a Healing Fountain while he is in Undying form.


User Interface
+ Show Spoiler +
•Fixed an issue affecting chat spacing and readability.
•Ability and Talent icons will no longer experience clipping with button frames.
•Holo Decoy status bar frames are now more visually consistent with Nova’s.
•The targeting icon for Drakken Laser Drill will no longer persist on Tychus’ Ability hotbar after the drill has been destroyed.
•The targeting icon for Raynor's Raiders will no longer persist on Raynor’s Ability hotbar after the Banshees have been destroyed.
•Leoric’s in-game portrait will no longer switch to his Wraith Walk portrait if an enemy Leoric is killed nearby.
•Changing the screenshot file format no longer causes screenshots to exhibit rendering issues.

FeyFey
Profile Joined September 2010
Germany10114 Posts
September 26 2015 00:34 GMT
#227
omg Zagara nerfed hard T.T . Hydra will be weak against blind n illidan D:
Ramiz1989
Profile Joined July 2012
12124 Posts
September 26 2015 00:45 GMT
#228
On September 26 2015 09:34 FeyFey wrote:
omg Zagara nerfed hard T.T . Hydra will be weak against blind n illidan D:

Yeah, don't have a clue why she is nerfed. It's not like that is one of the better heroes in the game or something...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
karazax
Profile Joined May 2010
United States3737 Posts
September 26 2015 00:46 GMT
#229
PTR update from Blizzard:

UPDATE: Due to unexpected issues encountered while launching the PTR, we have chosen to delay this release. Our new estimated release date is Monday, September 28 PDT.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-09-26 10:57:55
September 26 2015 03:15 GMT
#230
So, I've finally read the full patch notes and they are full of pretty amazing stuff.

First of all, randomly after some games you'll get small surveys about different topics so it will be a great way to get feedback directly to developers. The loading screens will also show the heroes, players and portraits which is pretty nice.

Finally you can watch replays with other players. Up to 11 other players to be exact which is amazing. Depending on how they achieved this, more observer slots may be very close to be implemented which would be a big boost to the competitive scene.

They nerfed the Punishers on infernal Shrines and made it harder to kill the little demons. They also have removed the three simultaneous Temple Spawn on Sky Temple which is HUGE. Also, "•Garden Terror •Overgrowth (W) •Now also disables the enemy Core" lol wut?

Pretty interesting changes. From a balance perspective on the Heroes, Idk about that nerf on Tassadar Archon, and while they did buff his shields I don't know if that will make him viable as a solo support. Tyrande changes are fine, as well as Chen's, ETC's, Diablo and the rest of the tanks. I really like they nerfed their absurd wave clear, although that is going to make it harder to carry with them.

I don't think that they took the right approach at Nerfing Zeratul, but he will remain a viable pick.

And that Rexxar rework..That new ability is replacing his trait right?

Pretty interesting patch, one of the biggest we've ever had. Also Medic OP.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
xDaunt
Profile Joined March 2010
United States17988 Posts
September 26 2015 03:35 GMT
#231
Artanis is going to be a fucking boss. I can't wait to play him. He's basically going to be a more fun version of Thrall.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2015-09-26 11:52:55
September 26 2015 11:52 GMT
#232
On September 26 2015 12:35 xDaunt wrote:
Artanis is going to be a fucking boss. I can't wait to play him. He's basically going to be a more fun version of Thrall.

To be honest, his abilities sounds fun but both of his heroics are kind of... I don't know, unimaginative and bad for a Warrior hero. When I say bad I don't mean useless, but they don't really fit that role and are not interesting in my opinion.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
Last Edited: 2015-09-26 12:02:23
September 26 2015 11:58 GMT
#233
More info on Lt. Morales:



Ranged support A healer and blocker in a ton of different ways... looks like she basically has no reasonable damage output or laning ability.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States44376 Posts
September 26 2015 12:11 GMT
#234
Garden Terror
Overgrowth (W)
Now also disables the enemy Core


Skeletal Defenders
The amount of Skeletal Defenders required to summon a Punisher has been increased from 30 to 40.


I think these changes will make those maps far more interesting.

Basic Attack damage reduced from 47 (+13 per level) to 47 (+12 per level)
Blink (E)
Wormhole (Talent)
Blink reactivation time reduced from 3 to 2 seconds
Void Prison (R)
Casting range reduced by 50%


As a Zeratul main, I think these are 100% fair. I don't know if all 3 of these nerfs were needed, but we'll see!

Even with the Tyrande changes, I don't think she can go toe-to-toe with other true healers. Still a support/ specialist imo.

Wow Chen got buffed big time. Too bad he's one of my least favorite heroes to play as... maybe that'll change now.

It's nice to see Diablo and E.T.C. and Stitches get buffed too. More warrior options are always good. I'm not sure if the slight nerfs to Johanna and Leoric will make them less valuable.

Overall, I like the changes; I think they were pretty well thought out.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Wuster
Profile Joined May 2011
1974 Posts
September 26 2015 18:09 GMT
#235
On September 26 2015 20:52 Ramiz1989 wrote:
Show nested quote +
On September 26 2015 12:35 xDaunt wrote:
Artanis is going to be a fucking boss. I can't wait to play him. He's basically going to be a more fun version of Thrall.

To be honest, his abilities sounds fun but both of his heroics are kind of... I don't know, unimaginative and bad for a Warrior hero. When I say bad I don't mean useless, but they don't really fit that role and are not interesting in my opinion.


HIs kit reminds me of Wolverine from MvC and I think his blind heroic is very warrior-like. The chasing bean thiugh is weird for him, but he's also angrier Sonya so I guess killing guys fits him too.
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