ETC is a little too strong at all levels of play, so we’re looking to trim down his power. He also has a few over performing talents in Prog Rock, Echo Pedal, and Face Smelt, so we’re lowering their power to make the other talents on their tiers more competitive.
General.display_name(General.keybind)
- Health decreased from 2658.24 to 2525.12
- Health Regeneration decreased from 5.537168 to 5.26084
Prog Rock
- All heal changed from 55.12 (+4%) to 52 (+4%)
Echo Pedal
- Bonus damage to Minions and Mercenaries changed from 100 to 75
Face Smelt
Sun King's Fury
Similar to ETC, Malfurion is simply a little too powerful. We’re toning down some of his talents to keep him more in line with other supports.
Shan'do's Clarity
- Cooldown reduction changed from 10 to 8
Moonburn
Elune's Grace
Muradin’s pick rate in both Hero League and Pro Play continues to be extremely high. Oddly enough his win rate is actually below average in most levels of play. We realize that he brings a very versatile kit that allows him to be a great solo-Warrior for his team. Our main change to offset his Health is to remove the escape effectiveness of Iron-Forged Momentum. Next week we will also be reducing the amount of Health that Avatar provides. The rest of the changes are minimal and targeted towards talent win/pick rates.
General.display_name(General.keybind)
- Health increased from 2658.24 to 2738.32
- Health Regeneration increased from 5.537168 to 5.699616
Second Wind(Combat Trait)
- Base heal effect changed from 53.04 (+4%) to 55.12 (+4%)
- Critical health effect changed from 106.08 (+4%) to 110.24 (+4%)
Third Wind
- Base heal effect changed from 80.08 (+4%) to 83.2 (+4%)
- Critical heal effect changed from 159.12 (+4%) to 165.36 (+4%)
Crowd Control
Skullcracker
Iron-forged Momentum
Heavy Impact
- Duration changed from 0.75 seconds to 0.5 seconds
“Aaaaaughibbrgubugbugrguburgle!” Translated, that means he’s getting a 5% buff to most of his damage, but expect to see larger Talent changes in the early part of next year.
Pufferfish(W)
- Damage changed from 405.6 (+4%) to 426.4 (+4%)
Slime(Q)
- Damage changed from 85.28 (+4%) to 89.44 (+4%)
- Damage changed from 213.2 (+4%) to 218.4 (+4%)
While there are a lot of knobs for us to turn in order to help bring Samuro’s win rate more in line, we felt that his damage output (especially burst) was where we wanted to start first. We are happy with his survivability options and feel his fantasy should cater towards being elusive. We also realize that damage and confusion are really all he brings to a team, so we wanted to be careful with the changes. We feel that these small tweaks to his damage (and the fact that they compound on each other) will cause a reasonable drop in his win rate and will continue to closely monitor him.
General.display_name(General.keybind)
- Basic Attack damage decreased from 96.72 to 91.52
Mirror Image(Q)
- Damage dealt changed from 30% to 25%
Illusion Master(R)
- Damage increase changed from 15% to 10%
Valla is sitting in a really good spot right now, but we feel like the damage output compared to ease of use is too high on her Multishot talents. The changes to Punishment and Arsenal should incentivize players into taking the higher skill-vs-reward talents on those tiers.
Punishment
Arsenal
- Cooldown reduction per hero hit changed from 3 to 2
Zarya’s power level is slightly higher than what we’d like, and in general her Energy Talents are stronger than all the other options on their tiers. These changes should increase Talent diversity and deliver a slight nerf to the Hero..
Energy(Combat Trait)
- Energy per damage dealt changed from 10.4 (+4%) to 9.734 (+4%)
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