We just released a new patch for Heroes of the Storm, which brings a new Hero, User Interface improvements, balance changes, and much more to the game. Check out the patch notes below.
Berserk(Talent)
We want Anub’arak to be a Warrior who is good against enemy spell casters, so we gave him some Talents that point him in that direction. We also saw an opportunity to improve his Talent tree, as many of his Talents are outdated. He should feel much better at diving squishy backline Heroes, and his Talent choices should be more compelling.
General.display_name(General.keybind)
- Health increased from 2003.04 to 2107.04
- Health Regeneration increased from 4.172168 to 4.387448
Locust Swarm(R)
- Energy decreased from 100 to 75
Cocoon(R)
Scarab Host(Combat Trait)
Harden Carapace(W)
- Energy decreased from 35 to 30
- Cooldown decreased from 8 to 7 seconds
- Shield amount changed from 270.4 (+4%) to 312.312 (+4%)
Dampen Magic
Persistent Carapace
Mercenary Lord
Symbiotic Armor
Spell Shield
Imposing Presence(Talent)
Extended Spikes
Assault Scarab
Underking
Locust Needles
Legion of Beetles
Shed Exoskeleton
Chitinous Plating
Urticating Spines
Bed of Barbs
Epicenter
Beetle, Juiced
Hive Master
Cryptweave
As one of the very first heroes that we created, and one who hasn’t had many changes since his release, Arthas has been on our radar for some time as a Hero whose Talents needed some sprucing up. In addition to giving him some powerful new Talents befitting of the Lich King, we also moved around and modified many of his options so that he has multiple build paths with different playstyles.
General.display_name(General.keybind)
- Health increased from 2477.28 to 2685.28
- Health Regeneration increased from 5.15944 to 5.581784
We’ve received a lot of feedback from players regarding the popular strategy of chaining movement impairing effects, like Stuns and Roots, on an enemy Hero. While we want this to be a viable way to play, we feel it’s currently too prominent and powerful at higher levels of play. As a result, we are reducing the duration of many of these effects in the game. In scenarios where this change nerfs a character we don’t otherwise want to nerf, we’re coupling it with a buff to help offset the difference. While this change hasn’t reduced all effects that might make you lose control of your Hero, we feel these are some of the more egregious ones. As always, we will make further changes if necessary.
Polymorph(W)
- Energy decreased from 75 to 60
- Cooldown decreased from 15 to 12 seconds
- Movement speed changed from 20% to 25%
- Duration changed from 1.5 to 1.25 seconds
Greater Polymorph
Frenzied Fists
At first glance, Chromie appears to be an ordinary gnome. In truth, she is Chronormu, Bronze Dragon and a master of time. When it comes to temporal manipulation there's no problem she can't solve... with some help from her future self, of course.
Timewalker(Combat Trait)
Sand Blast(Q)
Dragon's Breath(W)
Time Trap(E)
Temporal Loop(R)
Slowing Sands(R)
1
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2
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5
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8
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11
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14
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18
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Enhanced Agility
Tissue Regeneration
Shadow Charge seems like a really simple Ability, but on the backend there were a lot of technical manipulations to make everything work the way they were intended. These were starting to create odd gameplay and bugs, so we’ve simplified the design of the Ability so that Diablo travels right alongside his victim as they are knocked back, instead of walking really fast toward them.
Apocalypse(R)
- Stun duration changed from 2 to 1.75 seconds
Shadow Charge(Q)
Diabolical Momentum
Battle Momentum
Prog Rock
Echo Pedal
We have been trying our best to support and balance the ‘mage’ versus ‘auto-attack’ builds that Falstad has access to, but continue to teeter-totter as small changes to popular Talents tend to dictate full build-paths. The changes Falstad is receiving may seem massive (and to an extent they are), but we tried our best to keep his current builds intact while opening some new and exciting combinations. Overall, we are not hoping for a huge swing in power in one direction or the other, but to open up more compelling choices at each Talent tier.
Barrel Roll(E)
- Shield duration changed from 2 to 3 seconds
Hammer Gains
Vigorous Assault
Power Throw
Battle Momentum
Free Roll
First Aid
Hammer Time
Overdrive
Gathering Storm
Static Shield
Updraft
Secret Weapon
Charged Up
Crippling Hammer
Aerie Gusts
Afterburner
Epic Mount
Spurred Onward
We’ve received a lot of feedback from players regarding the popular strategy of chaining movement impairing effects, like Stuns and Roots, on an enemy Hero. While we want this to be a viable way to play, we feel it’s currently too prominent and powerful at higher levels of play. As a result, we are reducing the duration of many of these effects in the game. In scenarios where this change nerfs a character we don’t otherwise want to nerf, we’re coupling it with a buff to help offset the difference. While this change hasn’t reduced all effects that might make you lose control of your Hero, we feel these are some of the more egregious ones. As always, we will make further changes if necessary.
Xplodium Charge(E)
Incendiary Elixir
Wizened Duelist
Unending Hatred
We originally tuned Iron Skin to hold a large portion of the power in Johanna’s base-kit. The scaling changes we did in November hurt the strength of the Ability, so we are tuning it up in order to help bring back that original feeling.
Iron Skin(Combat Trait)
- Shield amount changed from 637.52 (+4%) to 700.96 (+4%)
Blessed Momentum
Battle Momentum
Gravity Lapse(E)
Convection
Mana Addict
Sun King's Fury
- Bonus Basic Attack damage changed from 177.84 (+4%) to 142.48 (+4%)
We are hearing your feedback about Kerrigan. Although the changes this patch are very minor, we are full aware of the community’s support and enthusiasm for revitalizing the Queen of Blades. Although we don’t currently have any extensive changes planned for her, she is definitely on our radar and you can expect to see some more tweaks coming soon™.
Summon Ultralisk(R)
- Cooldown decreased from 80 to 70 seconds
Maelstrom(R)
- Cooldown decreased from 100 to 90 seconds
Bladed Momentum
Battle Momentum
General.display_name(General.keybind)
- Health increased from 2467.92 to 2566.72
- Health Regeneration increased from 5.143112 to 5.346224
Drain Essence(W)
Reanimation
While one of the core components of Li Li’s design has been that she does not target her Abilities, we were not happy with Herbal Cleanse and its odd usability. In addition to some other minor Talent adjustments, we’ve decided to give Cleanse to Li Li to help her compete with other Supports in this area.
Cleanse
Herbal Cleanse
Shake It Off
- Tier moved from 3 to 6
- Cooldown changed from 15 to 10 seconds
Safety Sprint
After our last round of changes, Li-Ming’s win rate and overall balance has leveled into a great spot. However, we felt that there were a couple of changes to her level 20 Talents that would help them better fit her intended design goals. Both Tal Rasha’s Elements and Disintegrate will now take a bit more planning and finesse to execute to their max potential.
Temporal Flux
Tal Rasha's Elements
Automated Block
Advanced Block
Star Wood Spear
Tranquility(R)
The changes to Muradin were done to help balance out his Talent tree. A few Talents were a bit over or under-tuned, and he kindly offered us his hammer in order to forge some better options.
Storm Bolt(Q)
- Stun duration changed from 1.5 to 1.25 seconds
Iron-forged Momentum
Give 'em the Axe!
Infused Hammer
Battle Momentum
Perfect Storm
Third Wind
- Bonus Health Regeneration changed from 50% to 60%
Landing Momentum
- Movement Speed bonus changed from 20% to 25%
- Movement speed bonus duration changed from 4 to 5 seconds
Healing Static
Stoneform
Living the Dream
Death Ritual
Ghost Protocol(1)
Ghost Protocol
Berserk
Stormcaller has been changed so that it offers a little different gameplay than Spiritwalker’s Grace. While they both restore Mana, Stormcaller will offer a higher reward but not have the same guarantee as Spiritwalker’s Grace. Each also has different synergies with other Talents. Earthgrasp Totem’s slow duration was nerfed slightly because we found the duration of such a powerful slow on a short cooldown was pretty frustrating to play against.
Stormcaller
Earthgrasp Totem
Hunter-Gatherer
Aspect of the Beast
We’ve received a lot of feedback from players regarding the popular strategy of chaining movement impairing effects, like Stuns and Roots, on an enemy Hero. While we want this to be a viable way to play, we feel it’s currently too prominent and powerful at higher levels of play. As a result, we are reducing the duration of many of these effects in the game. In scenarios where this change nerfs a character we don’t otherwise want to nerf, we’re coupling it with a buff to help offset the difference. While this change hasn’t reduced all effects that might make you lose control of your Hero, we feel these are some of the more egregious ones. As always, we will make further changes if necessary.
Leap(R)
Hungry for More
Windrunner
Psi-Infusion
Chop Meat
Insatiable Blade
Dash
In the Rhythm
Master Assassin
General.display_name(General.keybind)
- Health increased from 2467.92 to 2566.72
- Health Regenration increased from 5.143112 to 5.346224
Angelic Momentum
Battle Momentum
Lunar Momentum
Battle Momentum
We’ve received a lot of feedback from players regarding the popular strategy of chaining movement impairing effects, like Stuns and Roots, on an enemy Hero. While we want this to be a viable way to play, we feel it’s currently too prominent and powerful at higher levels of play. As a result, we are reducing the duration of many of these effects in the game. In scenarios where this change nerfs a character we don’t otherwise want to nerf, we’re coupling it with a buff to help offset the difference. While this change hasn’t reduced all effects that might make you lose control of your Hero, we feel these are some of the more egregious ones. As always, we will make further changes if necessary.
Hammer of Justice(E)
We’ve received a lot of feedback from players regarding the popular strategy of chaining movement impairing effects, like Stuns and Roots, on an enemy Hero. While we want this to be a viable way to play, we feel it’s currently too prominent and powerful at higher levels of play. As a result, we are reducing the duration of many of these effects in the game. In scenarios where this change nerfs a character we don’t otherwise want to nerf, we’re coupling it with a buff to help offset the difference. While this change hasn’t reduced all effects that might make you lose control of your Hero, we feel these are some of the more egregious ones. As always, we will make further changes if necessary.
Bone Prison(E)
- Duration changed from 2 to 1.75
Amplify Damage
Creep Tumor(Combat Trait)
- Health Regeneration changed from 4.42 (+3%) to 4.418 (+3%)
Not much love for my bae Zagara. :( I wish her split pushing was more viable.
Grim is a top rank Heroes player and guide creator. He has over 5600games played with Tassadar. So you can be sure you are getting quality content and info. Today, he is currently a free-agent looking for a pro team. Before he was a former member of TeamCurse Gaming and ZDK gaming.
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
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