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Blaze Patch General Discussion - Page 2

Forum Index > Heroes of the Storm
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Hider
Profile Blog Joined May 2010
Denmark9403 Posts
January 09 2018 15:36 GMT
#21
Interesting. With regards to enemy regen globes a solution might be to only make it benefit the player that picks it up. This would nerf 5 man pushes.

On top of that I expect something like +5-10% HP on structures. Not sure what specifically they are gonna do with mercs.
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2018-01-09 18:29:10
January 09 2018 17:18 GMT
#22
Eh I was kinda wrong. Anyway seems like decent changes overall. Probably puts the game in a better direction.

Samuro buffs is nice and somewhat unexpected. I was actually starting to play him again as he didn't feel as nerfed as I initially had thought.

Initially I had problems engaging with the stealth change, however by taking his new lvl 1 stealth buff talent it becomes a million times easier to get close to enemy heroes and then you can use Q to engage. It's a slightly different playstyle as he now is more of an anti-squishy whereas he previously functioned well to kill more immobile targets.

With new buffs I think he is definitely as strong as the old Samuro and I believe bladestorm benefits more from health buff than illusion.
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2018-01-09 17:38:43
January 09 2018 17:23 GMT
#23
Zeratul with the new lvl 1 talent can now move as fast unmounted while stealthed as when mounting.

That talent was almost useless before and I still don't see the purpose. I almost found no cases of where I am moving around stealthed as stealth just doesn't fit into zeratul at all anymore. And on the other hand, the regen globe talent is sooo good.

Aside from buffing that talent, they should have given his default stealth a significant buff. 4 seconds is simply way too much given how bad stealth is on him. And they could have done that while nerfing the CD of his new ult from 20 to 25 seconds (to make VP more viable).

Hanzo could also be a strong pick in the next patch. Right now, he seems very good if played correctly due to his ability to kill boss in like 10'ish seconds. And with his buffs to his passive he could be one of the stronger ranged carries.
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2018-01-09 17:42:42
January 09 2018 17:37 GMT
#24
Fortified Bunker (R)
Health increased from 1300 to 1305


I don't know. I feel like 1310 would be the perfect value for the HP of the bunker. Probably gonna get buffed next patch before seeing consecutive nerfs back to 1300.

Added functionality:
For every enemy Hero hit with Moonfire, instantly heal all targets with an active Regrowth for 140


This is actually similar to concepts I want to see for more supports: Skillbased healing. It is somewhat surprising that they are doing this for Malfurion as the skillcap on the hero already is reasonably high.
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2018-01-09 20:42:14
January 09 2018 18:25 GMT
#25
Here are the Patch Notes for anyone who hasn't seen them.

Changes from PTR:

Battlegrounds
+ Show Spoiler +

Regeneration Globes
•Total Health regen over 5 seconds reduced from 11.7% Maximum Health to 9%
•Total Mana regen over 5 seconds reduced from 7.8% Maximum Mana to 7%
Mercenaries
•Hellbats
•Defender
•Armor Shred amount reduced from 5 to 4% per stack
•Base Health reduced from 4275 to 3420

•Laner
•Armor Shred amount reduced from 5 to 4% per stack
•Base Health reduced from 4700 to 3760
•Health Scaling (Minutes 1-5) reduced from 50 to 40
•Health Scaling (Minutes 6-10) increased from 75 to 110
•Health Scaling (Minutes 11 -15) increased from 100 to 150
•Health Scaling (Minutes 16-20) increased from 125 to 235



•Knights
•Defender Mage Knight
•Spell Armor Aura amount increased from 15 to 20

•Laner Mage Knight
•Spell Armor Aura amount reduced from 30 to 20


•Slime Boss (Warhead Junction)
•Laner
•Base Health amount reduced from 20000 to 16000
•Scaling (Minutes 1-5) reduced from 630 to 500
•Scaling (Minutes 6-10) increased from 945 to 1050
•Scaling (Minutes 11 -15) increased from 1260 to 1400
•Scaling (Minutes 16-20) increased from 1575 to 2250

•Base Basic Attack damage reduced from 400 to 320 •Scaling (Minutes 1-5) reduced from 10 to 8
•Scaling (Minutes 6-10) increased from 15 to 17
•Scaling (Minutes 11 -15) increased from 20 to 23
•Scaling (Minutes 16-20) increased from 25 to 38

•Base Spit impact damage reduced from 250 to 200
•Scaling (Minutes 6-10) increased from 5 to 6.25%
•Scaling (Minutes 11 -15) increased from 6 to 7.25%
•Scaling (Minutes 16-20) increased from 6 to 8.25%

•Base Spit ‘Damage over Time’ damage reduced from 150 to 120
•Scaling (Minutes 6-10) increased from 5 to 6.25%
•Scaling (Minutes 11 -15) increased from 6 to 7.25%
•Scaling (Minutes 16-20) increased from 6 to 8.25%

•Acid Trail Base damage reduced from 80 to 64
•Scaling (Minutes 6-10) increased from 5 to 6.25%
•Scaling (Minutes 11 -15) increased from 6 to 7.25%
•Scaling (Minutes 16-20) increased from 6 to 8.25%



Forts
•Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%.
•Fort Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%
Keeps
•Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%
•Keep Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%
•Keep Health increased from 16,000 to 17,000
Towers of Doom
•Altar respawn time increased from 90 to 110 seconds.
​Battlefield of Eternity
•The initial stage of the first event will always be South vs North (Heaven South, Hell North)
•The second stage of the first event will always be East vs West (Heaven East, Hell West)
•All subsequent event stages will be randomized

•The Minimap will now indicate upcoming Immortal spawn locations 30 seconds after the game begins. •Subsequent Immortal indicators will appear on the Minimap shortly after a previously summoned Immortal has been defeated.
•Swap locations will not appear on the Minimap when an Immortal has been reduced to 50% Health.


Developer Comment: As expected, our gameplay update for 2018 resulted in large changes to many of our game systems. While we’re overall happy with the direction of the update, there have been some unintended side effects that we’re hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all maps. We’re giving our towers some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and map events. We’re also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we’re reducing their power. We’re also taking a look at the Warhead Junction boss and reducing its early and mid-game pushing power, as right now it is too strong when combined with Nukes from the map event. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that Neutral Regen globes provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We’re also seeing players picking up more Regeneration Globes in general, so this will help to keep the game’s overall sustain in check. These are some hefty changes, and it’s likely that there will be more needed to be done over time as things continue to settle. We’ll be keeping an eye on things, and are prepared to make more updates as they’re needed.
​Heroes Brawl
•Dodge Brawl •Chromie’s Health has been increased from 3 to 5
•Ghost Chromies now display player names overhead
•The in-game camera will now lock to Ghost Chromie until a new round begins


Ranked Battleground Rotation
+ Show Spoiler +

•Removed •​Warhead Junction
•​Added •​Volskaya Foundry

Hanzo
+ Show Spoiler +

Abilities
•Scatter Arrow (W)
•Spread of Scatter Arrows narrowed by 20%
•Damage reduced from 93 to 90

•Natural Agility (D)
•Cooldown reduced from 25 to 20 seconds
•Range increased from 8 to 10

Talents
•Level 7
•Shieldbreaker (Q)
•Removed

•Sharpened Arrowheads (W)
•Moved from level 20
•New functionality:
•Hitting a Hero with Storm Bow or Basic Attacks reduces their Armor by 5 for 4 seconds, stacking up to 25.



•Level 13
•Mounted Archery (Z)
•Bonus Movement Speed reduced from 30 to 20%


•Level 16 •Giant Slayer (W)
•Damage increased from 1.25 to 1.5% of enemy Hero’s Health


•Level 20
•(New) Perfect Agility (D)
•Gain a second charge of Natural Agility, and reduce the cooldown by 5 seconds



Developer Comment: We’re reducing the spread of Scatter Arrows so that they’re more effective when opponents aren’t directly next to a wall, while also reducing the damage slightly to compensate. We’ve increased the range of Natural Agility so that it will jump over a wider variety of terrain. We’ve also removed Shieldbreaker because we found that it required a very specific set of circumstances to be effective, but it was extremely powerful in those rare situations. We’ve moved Sharpened Arrowheads to replace it while changing its functionality to be more consistent in all situations.

Nova
+ Show Spoiler +

Abilities
•Snipe (Q)
•Damage reduced from 245 to 230

•Pinning Shot (W)
•Damage reduced from 105 to 100

•Precision Strike (R)
•Damage reduced from 456 to 435

•Precision Sniper (Trait)
•Damage per stack increased from 5 to 6%

Abilities
•Level 7
•Perfect Shot (Q)
•Cooldown refund for hitting Heroes increased from 2 to 3 seconds

•One in the Chamber (Passive)
•Damage bonus reduced from 70 to 60%


•Level 16
•Lethal Decoy (E)
•Clone damage reduced from 40 to 35%



Developer Comment: It’s nice to see that the recent changes to Nova have been so widely embraced by players. However, with the addition of some new escape tools and her ability to have multiple clones out at once, we feel like her damage potential against single targets is still a bit too high. Our data is showing that her talent tree is in a very good spot balance wise (besides a couple outliers, which you see here) so we are also lowering her base output and compensating by increasing Precision Sniper’s damage.

Samuro
+ Show Spoiler +
Stats
•Base Maximum Health increased from 1650 to 1725
•Health Regen increased from 3.4 to 3.6
Abilities
•Mirror Image (Q)
•Image Health increased from 825 to 862.5
•Image Health Regen increased from 1.7 to 1.8

Talents
•Level 4
•Deflection (Trait)
•Armor increased from 25 to 30


•Level 7
•Burning Blade (W)
•Damage bonus decreased from 65 to 50%

•Phantom Pain (W)
•Damage bonus increased from 40 to 45%

•Crushing Blows (W)
•Cooldown reduction increased from 1.5 to 1.75 seconds



Developer Comment: Samuro’s rework has put him in a good position regarding his talent pick and win rates, as well as his overall performance. In addition to some talent tuning changes, we decided to slightly increase his Health to compensate for the fact that he now has to put himself into dangerous positions much more often to deal damage.

Valeera
+ Show Spoiler +

Abilities
•Garrote (E)
•Silence duration reduced from 2.75 to 2.5 seconds

Talents
•Level 1
•Crippling Poison (Active)
•Slow reduced from 25 to 20%


•Level 4
•Hemorrhage (E)
•Damage bonus reduced from 50 to 30%



Developer Comment: We’re reducing the duration of Garrote’s Silence slightly so that all openers feel viable, and reducing the damage of Hemorrhage so that Valeera doesn’t have as much damage while also being able to shut down her target.

Zeratul
+ Show Spoiler +
Talents
•Level 1
•Move Unseen (Trait)
•Movement Speed increased from 25 to 30%


•Level 4
•Darkness Descends (Active)
•Passive Attack Speed bonus increased from 10 to 20%


•Level 7
•Warp Skirmisher (1)
•Bonus Attack Damage increased from 30 to 40%



Developer Comment: Zeratul currently has the lowest win rate out of all of our Stealth characters, so we’re tuning up some of his underperforming talents. He traditionally has been a high performer as players learn to master him, so we will be keeping an eye on him over time to see if he needs any more changes.

Blaze
+ Show Spoiler +

Abilities
•Fortified Bunker (R)
•Health increased from 1300 to 1305

Garrosh
+ Show Spoiler +

Abilities
•Groundbreaker (Q)
•Slow amount increased from 30 to 35%
•Cooldown decreased from 8 to 7 seconds
•Mana cost decreased from 35 to 30

•Wrecking Ball (E)
•Cooldown decreased from 14 to 12 seconds
•Mana cost decreased from 65 to 60

Talents
•Level 1
•Warbreaker (Q)
•Cooldown reduction decreased from 3 to 2 seconds
•Damage increased from 50 to 55

•Unrivaled Strength (E)
•Bonus damage reduced from 125 to 75%


•Level 7
•Into the Fray (1)
•Cooldown increased from 40 to 45 seconds


•Level 16
•Earthshaker (E)
•Stun duration reduced from .6 to .5 seconds

•Mortal Combo (E)
•Cooldown reduction decreased from 8 to 7 seconds

•Rough Landing (Q)
•Slow bonus amount decreased from 20 to 15%



Developer Comment: While the changes to Groundbreaker have helped Garrosh feel better to play against, we believe he can use some help with his ability to peel for his team and control the battlefield. We’re also making some tuning changes to his talents to help their pick and win rates.

Johanna
+ Show Spoiler +

Abilities
•Falling Sword (R)
•Johanna can no longer take damage or be targeted while initially casting Falling Sword​

New Announcer
+ Show Spoiler +

•Tyrael

Bug Fixes
+ Show Spoiler +

Nazeebo: Fixed an issue causing Vile Infection to deal bonus damage after choosing certain talents.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
January 10 2018 00:27 GMT
#26
On January 10 2018 02:37 Hider wrote:
Show nested quote +
Fortified Bunker (R)
Health increased from 1300 to 1305


I don't know. I feel like 1310 would be the perfect value for the HP of the bunker. Probably gonna get buffed next patch before seeing consecutive nerfs back to 1300.


Does it Salvage for 75% of its mana cost?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
January 10 2018 22:51 GMT
#27
Gotta be an in-joke from Blizzard with that bunker change. They just can't seem to leave it alone!
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2018-01-11 23:47:51
January 11 2018 23:46 GMT
#28
On January 09 2018 02:03 alpenrahm wrote:
Show nested quote +
FeyFey
Profile PM Joined September 2010
Germany10072 Posts
6 hours ago #16
I don't think the merc system will ever be changed to force one player to concentrate on it on every map. It would make laneplay stale. And well there is Sylv and Zagara who can clean up faster then one can spam mercs. That siege camps are doable by assassins now is just to lessen the early game effect of those heroes that cleaned camps before like nothing.
Because now you can do yours if they do theirs, without having to tp back.

Of course that makes heroes more about picking the right hero. But thats already a given with the talent system instead of an item system.
And Drafts are predictable, because you can see which side has more ego picks instead of picks aimed at winning. That cannot be fixed by the game.


hey, would you mind to elaborate? i have been looking for a detailed draft guide for quite a while but havent really found anything that doesn´t over generalize


detailed draft guides doesn't exists because it is honestly too complicated to go through all different scenarios that exists. The best thing you can do is just to look at the "set-up" for each map and figure out what the optimal lane-assignments are for your team and for your opponents team.

And if you still get behind in the game despite optimal lane assignemnts and don't have superior scaling, chances are your draft was suboptimal.

This is also why GM is the best 1st pick in almost every draft because it will almost never be a "bad choice" as it can cover most of the weakness's in all drafts. It can off-lane. It can play with team, it can solo camps + it has decent wawe-clear + decent dive potential.
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2018-01-13 20:59:56
January 13 2018 20:59 GMT
#29
New Post on HOTS Twitter

Ghostcom
Profile Joined March 2010
Denmark4782 Posts
January 13 2018 21:23 GMT
#30
New Malf is hilarious to play. Blaze seem pretty strong in the right hands. Really able to cause quite a lot of disruption.
Circumstance
Profile Blog Joined March 2014
United States11403 Posts
January 13 2018 23:11 GMT
#31
They put the same image in the BNet launcher, so whatever that is, it's not just skins.
The world is better when every background has a chance.
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2018-01-14 03:45:01
January 14 2018 03:41 GMT
#32
You know something is broken when a teammate of yours does a "play" that just feels unfair and makes you emphasize with your opponent. Hanzo's ability to kill bosses way too fast constantly manages too surprise me. This really needs a nerf.

Also, I think more who enjoy melee assasins should actually start playing Samuro atm. He is by far the best burst assasin in the game right now. (well if you count genji then soso). At lvl 16 he can kill any squishy in 4 auto-attacks and he has 2 gap-closers.

Currently on a 15-1 streak with him in HL. He will be my way into grandmaster. You honestly don't have to micro the illusions a whole lot in order to outperform a Zeratul (in his role). The illusion master micro is just an extra little bonus.
karazax
Profile Joined May 2010
United States3737 Posts
January 15 2018 20:32 GMT
#33


We know mecha skins are coming for several heroes, but generally those don't get teaser tweets and they have already been fully revealed in the In Development video.
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2018-01-16 18:14:26
January 16 2018 18:07 GMT
#34
Tyrael rework patch released

Tyrael


General

Tyrael will now face the target of his Basic Attack after attacking. This is a visual change, and does not directly affect gameplay
Passive Spell Armor has been removed

Stats

Base Maximum Health increased from 2296 to 2468
Health Regeneration increased from 4.78 to 5.14

Abilities
  • El’druin’s Might (Q)
    Mana cost reduced from 50 to 45
  • Righteousness (W)
    Mana cost reduced from 60 to 50
    Allied Shield amount changed from a flat value to 40% of the Tyrael-only Shield value.
    This is the same amount of Shields, but it makes it easier to understand new Talent interactions
  • Smite (E)
    Can now be cast while moving
    Damage increased from 144 to 150

Talents

Level 1
  • Salvation (W)
    Moved from level 16
    New functionality:
    Increase Righteousness’ Tyrael-only Shield amount by 25%. If the Shield is destroyed, heal Tyrael for 125 Health.
  • (New) Justice for All (W)
    Increases Righteousness’ allied shield value to 100% of the Tyrael-only Shield amount.
    (New) Ardent Restoration (Passive)
    Damaging an enemy Hero grants 2.5 Health per Second to Tyrael for 5 seconds. Stacks up to 10 times.
  • Protection in Death (Trait)
    Removed
  • Even in Death (Trait)
    Removed
  • Regeneration Master (Passive)
    Removed

Level 4
  • (New) Stalwart Angel (Q)
    Tyrael gains 25 Armor while El'druin's Might is out, and for 3 seconds after teleporting.
  • (New) Bound by Law (Q)
    Increases El’druin’s Might’s slow amount from 25 to 35%. Tyrael’s Basic Attacks increase the duration of the slow by 1 second, up to 4 seconds.
  • (New) Divine Vigor (Passive)
    Damaging an enemy with Smite causes Tyrael's Basic Attacks to heal him for 50% of their damage for 4 seconds.
  • Vigorous Strike (Passive)
    Removed

Level 7
  • Purge Evil (E)
    Moved from level 1
    New functionality:
    Every enemy Hero hit by Smite increases Tyrael's Basic Attack damage by 30% for 4 seconds
  • Swift Retribution (E)
    Movement Speed bonus increased from 10 to 20%
    No longer increases the duration of Smite’s Movement Speed bonus
    Added functionality:
    Now also causes Smite’s friendly effect to increase Attack Speed by 25%
  • Angel’s Grace (Q)
    Removed
  • Zealotry (W)
    Removed
  • Follow Through (Passive)
    Removed

Level 13
  • Sword of Justice (Q)
    Moved from level 16
    New functionality:
    Can teleport with El'druin's Might twice, returning to Tyrael’s original position.
  • Holy Ground (Q)
    Moved from level 16
    Duration reduced from 4 to 3 seconds
  • (New) Law and Order (W)
    Reduce the cooldown of Righteousness by 1 second for each enemy Hero hit by Smite. Righteousness increases the damage of your next Smite by 25% for each ally affected.
  • Burning Rage (Passive)
    Removed
  • Angelic Absorption (W)
    Removed
  • Angelic Might (E)
    Removed

Level 16
  • (New) Burning Halo (Q)
    El'druin and Tyrael deal 15 damage per second to nearby enemies. This damage is increased by 100% for Tyrael for 3 seconds after teleporting to El’Druin.
  • Horadric Reforging (Q)
    Moved from level 4
    New functionality:
    Basic Attacks reduce the cooldown of El'druin's Might by 1.5 seconds
  • (New) Smite the Wicked (E)
    Smite’s cooldown recharges 100% faster while El'druin is out and for 3 seconds after teleporting to El’Druin
  • Blood for Blood (Active)
    Removed

Level 20
  • (New) Defense of the Angels (Active)
    Activate to reduce all incoming damage by 40% for 5 seconds. Any time Tyrael or an ally shielded by Righteousness take damage, reduce the cooldown by 3 seconds. 120 second cooldown
  • (New) Seal of El’druin (Passive)
    Every time Tyrael casts a Basic Ability, increase his Attack Speed by 50% for 3 seconds
  • Nullification Shield (Active)
    Removed
  • Nexus Blades (Passive)
    Removed

Bug Fixes

+ Show Spoiler +
Heroes, Abilities, and Talents

Blaze: Fixed an issue allowing players to cast Flame Stream while dead if they entered a Bunker while dying.
Blaze: Fixed an issue that could cause Heroes to enter permanent Stasis if they were killed just as they entered a Bunker.
Hanzo & Leoric: Fixed an issue causing Towers to spawn if Leoric was directly impacted by Sonic Arrow.
Malfurion & Stitches: Fixed an issue that could cause Heroes to become unplayable if Nature’s Cure was cast while they were affected by Stitches’ Gorge.
Malfurion & Zagara: Nature’s Cure can no longer cleanse Heroes of the Devouring Maw effect.
Uther: The Well Met talent will no longer affect non-Heroic units.
Valeera: The Strangle talent will no longer affect non-Heroic units.

Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2018-01-16 18:30:54
January 16 2018 18:29 GMT
#35
Ok, this new Tyrael looks a lot more interesting and not as mana hungry.
Is there even a potential for an assassin/bruiser build?

Purge Evil + Seal of El'druin seems like it could do a lot of damage.
And with Divine Vigor you'd heal for 50% of it.

The various shielding/smite talents also look quite good for support/utility.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
karazax
Profile Joined May 2010
United States3737 Posts
January 16 2018 19:16 GMT
#36
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2018-01-16 19:45:22
January 16 2018 19:44 GMT
#37
Mecha HOTS trailer
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 16 2018 20:42 GMT
#38
hope one day they grab inspiration from eastern anime instead of western cartoons for a skin theme. heh
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
January 17 2018 03:32 GMT
#39
On January 17 2018 05:42 FeyFey wrote:
hope one day they grab inspiration from eastern anime instead of western cartoons for a skin theme. heh


I'm not sure if I get what you mean, but I think they have a line that are inspired by American superhero comics - Super Sonya, Cyberhawk Kael'thas, Eagle Eye Tyrande, Knight Owl Medivh, maybe others?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Zambrah
Profile Blog Joined June 2011
United States7353 Posts
January 17 2018 06:05 GMT
#40
I like the new Tyrael redesign, I'm looking forward to seeing the builds that'll come out. I'm wondering if he'll have a solid main-tankable build with the Stalwart Angel talent and Salvation. I wonder if Defense of the Angels is gonna be top tier or not, I imagine that'd make a good article, the mathematics of what the effective CD of Defense of the Angels would be given the average map and whether or not that competes with the other talents on the Storm Tier.

Tyrael hype!
Incremental change is the Democrat version of Trickle Down economics.
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