I have pretty much zero interest in HL and I'm totally confused by the people here who constantly subject themselves to the perils of solo queue as well. To me, the game is basically non-existent outside of a 4 or 5 stack. Trying to coordinate with randos is just never fun (see: azmo/zera picks in first rotation on CH).
EXCUSE ME I FEEL PERSONALLY ATTACKED BY THIS POST
i mean you don't even play draft sooooooooooooooooo
I've had two frustrating draft losses in a row, dropping me to demotion game. It's probably the worst thing about HOTS right now. 2nd pick Nova of Volskya followed by last pick Sonya when we already had 2 Warriors and needed ranged damage.
We get crushed in both games. Like, no chance at all. There's no youtube video by any pro that addresses that issue. Sure, it's the Silver league and anything can happen because of the wide variance of skill, but come on people.
It's so disheartening when I was right at the door of Silver 1 and now I'm almost Silver 3. Especially when there's nothing I can do about it aside from playing at an insane level to compensate for these wretched teammate decisions.
How many games do you play each season, specifically HL games?
I think I ended up with about 120 games last season and went a bit over 50% ending at high Silver 2. Went 6-4 during placements and ended up at mid-Silver 2. >.<
MNC Dover on
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Legends of Runeterra: MNCdover #moc
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I've had two frustrating draft losses in a row, dropping me to demotion game. It's probably the worst thing about HOTS right now. 2nd pick Nova of Volskya followed by last pick Sonya when we already had 2 Warriors and needed ranged damage.
We get crushed in both games. Like, no chance at all. There's no youtube video by any pro that addresses that issue. Sure, it's the Silver league and anything can happen because of the wide variance of skill, but come on people.
It's so disheartening when I was right at the door of Silver 1 and now I'm almost Silver 3. Especially when there's nothing I can do about it aside from playing at an insane level to compensate for these wretched teammate decisions.
How many games do you play each season, specifically HL games?
I think I ended up with about 120 games last season and went a bit over 50% ending at high Silver 2. Went 6-4 during placements and ended up at mid-Silver 2. >.<
That feels like it is way too few games to make a difference as to where you place. Which is kinda absurd but still.
I totally understand why people like HL. It offers a number you can directly track and try to improve. Granted, it’s flawed in other ways, but I understand.
I totally understand why people like HL. It offers a number you can directly track and try to improve. Granted, it’s flawed in other ways, but I understand.
Given it's current condition and other factors I maintain it isn't great for that either
Malf losing ice block and movement moving to 13 will definitely hinder him, not sure if the small nerf to Deckard potions changes much, but this is probably all good steps to even out the supports
the first thing most players would think about for scarlet monastery is Whitemane
Probably true. I was trying to figure out how to do Balnazzar for ducks' hero design thing a while back but couldn't come up with something that'd replace Infernal for an ultimate, since it's basically Nazeebo's Gargantuan.
E: So I'd be interested to see how Blizzard approaches a Dreadlord, to finish the thought.
Malf changes hit hard. You might ask, why since there are plenty of other sustain supports out there with low mobility and no iceblock, but the reason is that malf needs to be up front landing your moonfires to be an effective healer. Without the movement speed at 1 and iceblock, you risk just getting deleted when playing close to the front line.
The teaser is definately scarlet monastery which means High Inquisitor Whitemane?
The Artanis buffs are interesting alongside the Yrel nerfs. I'm not sure how it impacts the solo lane, which will likely continue to be dominated by bruisers like Sonya, Blaze, Malth and Thrall for the time being, but it would be nice to have Artanis be viable. It looks like they're trying to get players to commit to either Q or E based builds.
Also why did they buff KT???? Did he really need some additional help?
the first thing most players would think about for scarlet monastery is Whitemane
...
...Oh, god, what if it's a new dual-hero like TLV? Where you control both Whitemane and Mograine?
Something that League did a little while back which I thought was interesting, was a release of an AD Carry and a Support at the same time who were a couple. As a result, some of their abilities did a little something Extra if they were paired with each other, as a reward for locking in two picks that maybe weren't individually the best against the opposing team.
So, while I somewhat "understand" most aspects of Alterac Pass, there are definitely a few things about it that break my normal expectations. In short:
1. A single keep down isn't a huge problem unless the enemy team has got a camp/boss pushing down that lane, and even then...
2. Due to the nature of the frontline minions that spawn after keeps go down, it's quite easy for two lanes to accumulate a ton of archer minions which the boss has trouble eliminating. You really need to depush if this happens.
3. The boss is pretty much only good for accumulating archer minions. I'm not sure you need significant resources to kill it if there's no push alongside it.
4. It's ok to retreat after having getting some time on the objective. Better to retreat and heal up then to all die and give up the objective.
No posted patch notes here for those of us that are blocked?
You hurt me, PA.
ed: Here, found them through that other site.
Heroes of the Storm Patch Notes – July 25, 2018
Official Patch Notes v 2.35.1
We've just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.
Heroes
Assassin
Specialist
Support
Warrior
Alarak Azmodan Deckard Artanis
Fenix Murky Malfurion Blaze
Genji Sgt. Hammer Cho
Kael'thas Diablo
Hanzo Yrel
Raynor
Tracer
Return to Top
Assassin
Alarak
Stats
•Basic Attack damage increased from 140 to 150
Return
Fenix
Stats
•Basic Attack damage reduced from 86 to 83
Talents
•Level 1 ◦Arsenal Synergy (W) ◾Damage bonus reduced from 175 to 150%
◦Mobile Offense (Passive) ◾Damage bonus increased from 30 to 35%
Developer Comment: Fenix is still stronger than desired, especially when taking the Arsenal Synergy Talent. We're toning down his Basic Attack damage and the bonus that Arsenal Synergy provides, while also buffing Mobile Offense slightly to offset the reduced Basic Attack damage.
Return
Genji
Abilities
•Swift Strike (E) ◦Reset window reduced from 2 to 1.5 seconds
◦Damage reduced from 215 to 205
Talents
•Level 20 ◦The Dragon Becomes Me (R) ◾Reset window reduced from 2 to 1.5 seconds
Return
Hanzo
Stats
•Basic Attack damage increased from 173 to 188
Abilities
•Sonic Arrow (E) ◦Reveal radius reduced from 10 to 7
◦Reveal duration reduced from 8 to 5 seconds
•Natural Agility (D) ◦Cooldown increased from 25 to 30 seconds
Talents
•Level 20 ◦Perfect Agility (D) ◾Cooldown reduction increased from 5 to 10 seconds
Developer Comment: Hanzo, while extremely desired and powerful in professional play, doesn't have the same success across all levels of Hero League. We think that by reducing the power of Sonic Arrow and shifting that into Basic Attacks, not only will Redemption be a more attractive option, but Hanzo's success should rise in Hero League without making him any more powerful in organized team play.
Return
Kael'thas
Abilities
•Flamestrike (Q) ◦Damage increased from 320 to 345
•Living Bomb (W) ◦Explosion damage increased from 200 to 215
Return
Raynor
Abilities
•Raynor's Raider (R) ◦Weapon damage reduced from 24 to 21
Talents
•Level 1 ◦Ace in the Hole (Passive) ◾Damage reduced from 30 to 20%
•Level 4 ◦Behemoth Armor (Trait) ◾Base Health gain reduced from 250 to 200
◦Fight or Flight (E) ◾Armor duration reduced from 4 to 3 seconds
•Level 7 ◦Unstable Compound (Trait) ◾Slow duration reduced from 3 to 2.5 seconds
Developer Comment: Raynor's pepper is bringing a bit too much salt
Return
Tracer
Stats
•Basic Attack damage reduced from 27 to 26
Abilities
•Quantum Spike (R) ◦Damage reduced from 8 to 7% of target's Maximum Health
Return
Specialist
Azmodan
Abilities
•Globe of Annihilation (Q) ◦Damage increased from 164 to 192
◦Damage scaling reduced from 4 to 3%
•Summon Demon Warrior (W) ◦Attack damage increased from 28 to 30
◦Periodic damage increased from 6 to 8
◦Health increased from 390 to 435
•All Shall Burn (E) ◦Cooldown reduced from 8 to 6 seconds
◦Mana cost increased from 30 to 40
◦Periodic damage reduced from 34 to 30
◦Final damage increased from 272 to 320
•Demon Lieutenant (D) ◦Attack damage increased from 27 to 41
◦Health increased from 548 to 593
•Demonic Invasion (R) ◦Duration increased from 8 to 10 seconds
◦Final explosion damage increased from 65 to 97.5
◦Demon Grunt weapon range increased from .75 to 1
Talents
•Level 1 ◦Wrath (Q) ◾Bonus damage window reduced from 4 to 3 seconds
•Level 4 ◦Hellforged Armor (W/D) ◾Armor bonus reduced from 35 to 30
◦Battleborn (W/D) ◾Demon Warrior cooldown reduction increased from .5 to .75 seconds
◾Demon Lieutenant cooldown reduction increased from 1 to 1.5 seconds
•Level 7 ◦Art of Chaos (Q) ◾New Functionality: ◾Hitting 2 or more Heroes with Globe of Annihilation restores 30 mana and generates 4 Annihilation
•Level 13 ◦Brutish Vanguard (W/D) ◾Added functionality: ◾Health bonus now applies to Demon Lieutenants in addition to Demon Warriors
◦Chain of Command (D) ◾Added functionality: ◾Also decreases the cooldown of Demon Lieutenants' Demonic Smite by 2 seconds
•Level 16 ◦Hell Rift (E) ◾Demon Warrior damage bonus duration increased from 4 to 6 seconds
•Level 20 ◦Pride (Q) ◾Damage bonus increased from 100 to 125
Developer Comment: Azmodan's win rate has slowly crept up as players get the hang of his rework, but we feel his PvE inclined elements are less impactful then we'd like. We're making a number of small adjustments to Azmodan's various Demons and All Shall Burn to help ensure their talents are competitive choices. We're also giving Globe a bit more baseline damage at the cost of its scaling to make it slightly easier to stack early in the game.
Return
Murky
Talents
•Level 13 ◦Fish Tank (Passive) ◾New functionality: ◾Murky is healed for 25% of all damage he deals with Basic Attacks and Basic Abilities
Developer Comment: We're adjusting Fish Tank to not be so binary in the situations where it is powerful. While granting 75 Physical Armor was an appropriate amount of power against the other talents on the tier, it resulted in some situations where Murky could not be killed when playing against certain enemies. We're changing the talent to be more generally useful so that Murky can get a lot of value as long as he is hitting enemies, but he can still be killed by more conventional methods.
Return
Sgt. Hammer
Abilities
•Blunt Force Gun (R) ◦No longer deals damage to enemy Structures
Developer Comment: This change is to address situations where Orbital BFG could kill enemy Forts, Keeps, and potentially end the game with no counter-play from the opposing team. We realize that this is a minor nerf to Blunt Force Gun and a fairly hefty nerf to Orbital BFG. Both talents are performing well right now, so we will be waiting to see if they need a buff in some other area to compensate for this loss in functionality.
Return
Support
Deckard
Abilities
•Healing Potion (Q) ◦Healing reduced from 230 to 219
Talents
•Level 13 ◦Ancient Blessings (Trait) ◾Damage reduced from 72 to 68
◾Healing reduced from 106 to 100
Return
Malfurion
Talents
•Level 1 ◦New Talent: Rejuvenation (Q) ◾Malfurion gains 5 Health per Second for every active Regrowth
•Level 13 ◦Iceblock (Active) ◾Removed
◦Nature's Swiftness (Q) ◾Moved from Level 1
◾Movement speed per Regrowth increased from 4 to 6%
Return
Warrior
Artanis
Abilities
•Blade Dash (Q) ◦Mana cost decreased from 55 to 50
Talents
•Level 4 ◦Psionic Synergy (E) ◾New functionality: ◾Hitting an enemy Hero with Phase Prism grants Artanis 15 Armor for 3 seconds
◦Shield Battery (Trait) ◾Cooldown reduction increased from 50 to 100%
•Level 13 ◦Templar's Zeal (Q) ◾New functionality: ◾Reduce the Mana cost of Blade Dash by 50%. Each time that Shield Overload activates, reduce the cooldown of Blade Dash by 5 seconds
◦Graviton Vortex (E) ◾New functionality: ◾Reduce the Mana cost of Phase Prism by 50%. Hitting an enemy Hero with Basic Attacks or Blade Dash lowers the cooldown of Phase Prism by 1.25 seconds
◦Phase Bulwark (Trait) ◾Adjusted functionality: ◾While Artanis has shields from Shield Overload, gain 50 Spell Armor. This Armor lasts for 2 seconds after Shield Overload expires
•Level 16 ◦New Talent: Blades of a Templar (Passive) ◾Increase Basic Attack speed by 30%. Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
◦Psionic Wound (W) ◾Removed
◦Force of Will (Trait) ◾Moved from Level 20
◾New functionality: ◾Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
◦Titan Killer (W) ◾Adjusted functionality: ◾Basic Attacks against Heroes deal an additional .5% of their maximum Health in damage. Twin Blades attacks against Heroes deal an additional 1.5% of their maximum Health as damage
•Level 20 ◦Nexus Blades (Passive) ◾Removed
◦Target Purified (R) ◾Additional Functionality: ◾Now also increases the speed of Purifier Beam by 15%
◦Zealot Charge (W) ◾Moved from Level 16
◦Plasma Burn (Trait) ◾Moved from Level 16
◾Damage increased from 55 to 60
Developer Comment: We saw an opportunity to give Artanis some more competitive talents, particularly on his later tiers. Our goal with these changes was to create some different playstyles and synergies between his talents, and to give him a little more punch as the game goes on and the enemy team becomes more capable of locking him down.
Return
Blaze
Stats
•Hero radius increased from .875 to 1
Talents
•Level 1 ◦Neural Stimpack (Active) ◾Now only reduces the cooldowns of Basic Abilities
Abilities
•Lightning Breath (R) ◦Slow amount per tick reduced from 5 to 4%
◦Maximum slow amount reduced from 50 to 40%
Return
Yrel
Abilities
•Ardent Defender (R) ◦Cooldown increased from 100 to 120 seconds
Talents
•Level 1 ◦Maraad's Insight (Passive) ◾Healing reduced from 148 to 128
•Level 4 ◦Hand of Freedom (Active) ◾Cooldown reduced from 30 to 22 seconds
•Level 7 ◦Divine Steed (Z) ◾Movement Speed bonus reduced from 80 to 60%
•Level 16 ◦Templar's Verdict (W) ◾Now also deals 4% of enemy Heroes Maximum Health as damage
◦Holy Wrath (Passive) ◾Damage bonus reduced from 30 to 20%
Developer Comment: Yrel has been very strong since her last balance update, and a few of her Talent tiers are dominated by a single Talent. By applying some nerfs to the overperforming Talents, we think that Yrel will be brought back in lane with other Heroes and have more diversity in her Talent choices.
Bug Fixes
General
•Fixed an issue allowing several effects to be seen at the edges of fog of war.
•AI – Fixed an issue causing player-following AI-controlled Heroes to use Hearthstone and long-distance movement abilities at inappropriate times.
•Fixed an issue preventing the antialiasing graphics setting from being enabled.
Heroes, Abilities, and Talents
•Alarak - Fixed an issue preventing the targeting indicator for Deadly Charge from appearing.
•Alarak – Fixed an issue that allowed Alarak to move while channeling Deadly Charge.
•Alexstrasza – Fixed an issue preventing Life Binder from going on a full cooldown if interrupted during the channel time.
•Diablo – Fixed an issue causing Diablo's Shadow Charge to not push stunned targets the full expected distance after choosing the Domination talent.
•Genji – Fixed a number of issues with interactions between the Dragon Blade and Swift Strike reset duration bars.
•Medivh – Fixed an issue allowing Medivh to cast two sets of Portals after choosing the Portal Mastery talent.
•Raynor – Fixed an issue that could cause Raynor's Raider to become stuck outside of the map when navigating in and out of the mines on Haunted Mines.
•Raynor – Raynor's Raider will now hearth back to base with Raynor.
•Zagara – Zagara will now exit Nydus Worms in the direction of the player's cursor.
•Zul'jin – Fixed a number of issues with the Amani Rage tooltip.
The only question is "how fan-serviced will whitemane's outfit be?"
I fear I already know the answer to this one.
hots designs have been relatively low on the league of legends hey btw breasts scale.
the last female character they released is in full platemail, and the one before that also wears plate armor with a huge cape.
alex is a bit the makers of hots would like to remind you that breasts exist, but generally they've done ok.
Flip between Yrel's default skin and her Harlequin skins and say this again, I dare ya.
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Blunt Force Gun (R)
No longer deals damage to enemy Structures
Humor can be dissected as a frog can, but dies in the process.
Also, for Aranis, isn't this basically old lv 20 Nexus blades?
Level 16 ◦
New Talent: Blades of a Templar (Passive)
◾Increase Basic Attack speed by 30%. Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
Oh wow, that's two talents moved from 20 to 16?
◦Force of Will (Trait) ◾Moved from Level 20
◾New functionality: ◾Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
Also, for Aranis, isn't this basically old lv 20 Nexus blades?
Level 16 ◦
New Talent: Blades of a Templar (Passive)
◾Increase Basic Attack speed by 30%. Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
Artanis' Nexus blades talent used to increase his AA damage by 20%. The attack speed boost is there to synergize with shield uptime talents on the lower tier and his burning rage equivalent (which only procs when his shield is up) at level 20.
Posts
i mean you don't even play draft sooooooooooooooooo
Steam: CavilatRest
I think I ended up with about 120 games last season and went a bit over 50% ending at high Silver 2. Went 6-4 during placements and ended up at mid-Silver 2. >.<
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
That feels like it is way too few games to make a difference as to where you place. Which is kinda absurd but still.
WoWtcg and general gaming podcast
WoWtcg and gaming website
3DS Friend Code: 3110-5393-4113
Steam profile
Yeah, I'm not being facetious. If you have a reasonable win rate (60+%) it still can be a humongous grind due to streaks
Given it's current condition and other factors I maintain it isn't great for that either
WoWtcg and general gaming podcast
WoWtcg and gaming website
And
3DS Friend Code: 3110-5393-4113
Steam profile
Steam: CavilatRest
That does look very much like it.
... Balnazzar?
There may be a few people here who need new pants
WoWtcg and general gaming podcast
WoWtcg and gaming website
Probably true. I was trying to figure out how to do Balnazzar for ducks' hero design thing a while back but couldn't come up with something that'd replace Infernal for an ultimate, since it's basically Nazeebo's Gargantuan.
E: So I'd be interested to see how Blizzard approaches a Dreadlord, to finish the thought.
...
...Oh, god, what if it's a new dual-hero like TLV? Where you control both Whitemane and Mograine?
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Big tune-up / modernization of Artanis, too, which I don't really know how to size up without playing him some.
The teaser is definately scarlet monastery which means High Inquisitor Whitemane?
Also why did they buff KT???? Did he really need some additional help?
Steam: CavilatRest
Something that League did a little while back which I thought was interesting, was a release of an AD Carry and a Support at the same time who were a couple. As a result, some of their abilities did a little something Extra if they were paired with each other, as a reward for locking in two picks that maybe weren't individually the best against the opposing team.
1. A single keep down isn't a huge problem unless the enemy team has got a camp/boss pushing down that lane, and even then...
2. Due to the nature of the frontline minions that spawn after keeps go down, it's quite easy for two lanes to accumulate a ton of archer minions which the boss has trouble eliminating. You really need to depush if this happens.
3. The boss is pretty much only good for accumulating archer minions. I'm not sure you need significant resources to kill it if there's no push alongside it.
4. It's ok to retreat after having getting some time on the objective. Better to retreat and heal up then to all die and give up the objective.
Steam: CavilatRest
I fear I already know the answer to this one.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
You hurt me, PA.
ed: Here, found them through that other site.
Official Patch Notes v 2.35.1
We've just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.
Heroes
Assassin
Specialist
Support
Warrior
Alarak Azmodan Deckard Artanis
Fenix Murky Malfurion Blaze
Genji Sgt. Hammer Cho
Kael'thas Diablo
Hanzo Yrel
Raynor
Tracer
Return to Top
Assassin
Alarak
Stats
•Basic Attack damage increased from 140 to 150
Return
Fenix
Stats
•Basic Attack damage reduced from 86 to 83
Talents
•Level 1 ◦Arsenal Synergy (W) ◾Damage bonus reduced from 175 to 150%
◦Mobile Offense (Passive) ◾Damage bonus increased from 30 to 35%
Developer Comment: Fenix is still stronger than desired, especially when taking the Arsenal Synergy Talent. We're toning down his Basic Attack damage and the bonus that Arsenal Synergy provides, while also buffing Mobile Offense slightly to offset the reduced Basic Attack damage.
Return
Genji
Abilities
•Swift Strike (E) ◦Reset window reduced from 2 to 1.5 seconds
◦Damage reduced from 215 to 205
Talents
•Level 20 ◦The Dragon Becomes Me (R) ◾Reset window reduced from 2 to 1.5 seconds
Return
Hanzo
Stats
•Basic Attack damage increased from 173 to 188
Abilities
•Sonic Arrow (E) ◦Reveal radius reduced from 10 to 7
◦Reveal duration reduced from 8 to 5 seconds
•Natural Agility (D) ◦Cooldown increased from 25 to 30 seconds
Talents
•Level 20 ◦Perfect Agility (D) ◾Cooldown reduction increased from 5 to 10 seconds
Developer Comment: Hanzo, while extremely desired and powerful in professional play, doesn't have the same success across all levels of Hero League. We think that by reducing the power of Sonic Arrow and shifting that into Basic Attacks, not only will Redemption be a more attractive option, but Hanzo's success should rise in Hero League without making him any more powerful in organized team play.
Return
Kael'thas
Abilities
•Flamestrike (Q) ◦Damage increased from 320 to 345
•Living Bomb (W) ◦Explosion damage increased from 200 to 215
Return
Raynor
Abilities
•Raynor's Raider (R) ◦Weapon damage reduced from 24 to 21
Talents
•Level 1 ◦Ace in the Hole (Passive) ◾Damage reduced from 30 to 20%
•Level 4 ◦Behemoth Armor (Trait) ◾Base Health gain reduced from 250 to 200
◦Fight or Flight (E) ◾Armor duration reduced from 4 to 3 seconds
•Level 7 ◦Unstable Compound (Trait) ◾Slow duration reduced from 3 to 2.5 seconds
Developer Comment: Raynor's pepper is bringing a bit too much salt
Return
Tracer
Stats
•Basic Attack damage reduced from 27 to 26
Abilities
•Quantum Spike (R) ◦Damage reduced from 8 to 7% of target's Maximum Health
Return
Specialist
Azmodan
Abilities
•Globe of Annihilation (Q) ◦Damage increased from 164 to 192
◦Damage scaling reduced from 4 to 3%
•Summon Demon Warrior (W) ◦Attack damage increased from 28 to 30
◦Periodic damage increased from 6 to 8
◦Health increased from 390 to 435
•All Shall Burn (E) ◦Cooldown reduced from 8 to 6 seconds
◦Mana cost increased from 30 to 40
◦Periodic damage reduced from 34 to 30
◦Final damage increased from 272 to 320
•Demon Lieutenant (D) ◦Attack damage increased from 27 to 41
◦Health increased from 548 to 593
•Demonic Invasion (R) ◦Duration increased from 8 to 10 seconds
◦Final explosion damage increased from 65 to 97.5
◦Demon Grunt weapon range increased from .75 to 1
Talents
•Level 1 ◦Wrath (Q) ◾Bonus damage window reduced from 4 to 3 seconds
•Level 4 ◦Hellforged Armor (W/D) ◾Armor bonus reduced from 35 to 30
◦Battleborn (W/D) ◾Demon Warrior cooldown reduction increased from .5 to .75 seconds
◾Demon Lieutenant cooldown reduction increased from 1 to 1.5 seconds
•Level 7 ◦Art of Chaos (Q) ◾New Functionality: ◾Hitting 2 or more Heroes with Globe of Annihilation restores 30 mana and generates 4 Annihilation
•Level 13 ◦Brutish Vanguard (W/D) ◾Added functionality: ◾Health bonus now applies to Demon Lieutenants in addition to Demon Warriors
◦Chain of Command (D) ◾Added functionality: ◾Also decreases the cooldown of Demon Lieutenants' Demonic Smite by 2 seconds
•Level 16 ◦Hell Rift (E) ◾Demon Warrior damage bonus duration increased from 4 to 6 seconds
•Level 20 ◦Pride (Q) ◾Damage bonus increased from 100 to 125
Developer Comment: Azmodan's win rate has slowly crept up as players get the hang of his rework, but we feel his PvE inclined elements are less impactful then we'd like. We're making a number of small adjustments to Azmodan's various Demons and All Shall Burn to help ensure their talents are competitive choices. We're also giving Globe a bit more baseline damage at the cost of its scaling to make it slightly easier to stack early in the game.
Return
Murky
Talents
•Level 13 ◦Fish Tank (Passive) ◾New functionality: ◾Murky is healed for 25% of all damage he deals with Basic Attacks and Basic Abilities
Developer Comment: We're adjusting Fish Tank to not be so binary in the situations where it is powerful. While granting 75 Physical Armor was an appropriate amount of power against the other talents on the tier, it resulted in some situations where Murky could not be killed when playing against certain enemies. We're changing the talent to be more generally useful so that Murky can get a lot of value as long as he is hitting enemies, but he can still be killed by more conventional methods.
Return
Sgt. Hammer
Abilities
•Blunt Force Gun (R) ◦No longer deals damage to enemy Structures
Developer Comment: This change is to address situations where Orbital BFG could kill enemy Forts, Keeps, and potentially end the game with no counter-play from the opposing team. We realize that this is a minor nerf to Blunt Force Gun and a fairly hefty nerf to Orbital BFG. Both talents are performing well right now, so we will be waiting to see if they need a buff in some other area to compensate for this loss in functionality.
Return
Support
Deckard
Abilities
•Healing Potion (Q) ◦Healing reduced from 230 to 219
Talents
•Level 13 ◦Ancient Blessings (Trait) ◾Damage reduced from 72 to 68
◾Healing reduced from 106 to 100
Return
Malfurion
Talents
•Level 1 ◦New Talent: Rejuvenation (Q) ◾Malfurion gains 5 Health per Second for every active Regrowth
•Level 13 ◦Iceblock (Active) ◾Removed
◦Nature's Swiftness (Q) ◾Moved from Level 1
◾Movement speed per Regrowth increased from 4 to 6%
Return
Warrior
Artanis
Abilities
•Blade Dash (Q) ◦Mana cost decreased from 55 to 50
Talents
•Level 4 ◦Psionic Synergy (E) ◾New functionality: ◾Hitting an enemy Hero with Phase Prism grants Artanis 15 Armor for 3 seconds
◦Shield Battery (Trait) ◾Cooldown reduction increased from 50 to 100%
•Level 13 ◦Templar's Zeal (Q) ◾New functionality: ◾Reduce the Mana cost of Blade Dash by 50%. Each time that Shield Overload activates, reduce the cooldown of Blade Dash by 5 seconds
◦Graviton Vortex (E) ◾New functionality: ◾Reduce the Mana cost of Phase Prism by 50%. Hitting an enemy Hero with Basic Attacks or Blade Dash lowers the cooldown of Phase Prism by 1.25 seconds
◦Phase Bulwark (Trait) ◾Adjusted functionality: ◾While Artanis has shields from Shield Overload, gain 50 Spell Armor. This Armor lasts for 2 seconds after Shield Overload expires
•Level 16 ◦New Talent: Blades of a Templar (Passive) ◾Increase Basic Attack speed by 30%. Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
◦Psionic Wound (W) ◾Removed
◦Force of Will (Trait) ◾Moved from Level 20
◾New functionality: ◾Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
◦Titan Killer (W) ◾Adjusted functionality: ◾Basic Attacks against Heroes deal an additional .5% of their maximum Health in damage. Twin Blades attacks against Heroes deal an additional 1.5% of their maximum Health as damage
•Level 20 ◦Nexus Blades (Passive) ◾Removed
◦Target Purified (R) ◾Additional Functionality: ◾Now also increases the speed of Purifier Beam by 15%
◦Zealot Charge (W) ◾Moved from Level 16
◦Plasma Burn (Trait) ◾Moved from Level 16
◾Damage increased from 55 to 60
Developer Comment: We saw an opportunity to give Artanis some more competitive talents, particularly on his later tiers. Our goal with these changes was to create some different playstyles and synergies between his talents, and to give him a little more punch as the game goes on and the enemy team becomes more capable of locking him down.
Return
Blaze
Stats
•Hero radius increased from .875 to 1
Talents
•Level 1 ◦Neural Stimpack (Active) ◾Now only reduces the cooldowns of Basic Abilities
Return
Cho
Talents
•Level 16 ◦Surging Dash (Q) ◾No longer grants Cho Unstoppable
Return
Diablo
Abilities
•Lightning Breath (R) ◦Slow amount per tick reduced from 5 to 4%
◦Maximum slow amount reduced from 50 to 40%
Return
Yrel
Abilities
•Ardent Defender (R) ◦Cooldown increased from 100 to 120 seconds
Talents
•Level 1 ◦Maraad's Insight (Passive) ◾Healing reduced from 148 to 128
•Level 4 ◦Hand of Freedom (Active) ◾Cooldown reduced from 30 to 22 seconds
•Level 7 ◦Divine Steed (Z) ◾Movement Speed bonus reduced from 80 to 60%
•Level 16 ◦Templar's Verdict (W) ◾Now also deals 4% of enemy Heroes Maximum Health as damage
◦Holy Wrath (Passive) ◾Damage bonus reduced from 30 to 20%
Developer Comment: Yrel has been very strong since her last balance update, and a few of her Talent tiers are dominated by a single Talent. By applying some nerfs to the overperforming Talents, we think that Yrel will be brought back in lane with other Heroes and have more diversity in her Talent choices.
Bug Fixes
General
•Fixed an issue allowing several effects to be seen at the edges of fog of war.
•AI – Fixed an issue causing player-following AI-controlled Heroes to use Hearthstone and long-distance movement abilities at inappropriate times.
•Fixed an issue preventing the antialiasing graphics setting from being enabled.
Heroes, Abilities, and Talents
•Alarak - Fixed an issue preventing the targeting indicator for Deadly Charge from appearing.
•Alarak – Fixed an issue that allowed Alarak to move while channeling Deadly Charge.
•Alexstrasza – Fixed an issue preventing Life Binder from going on a full cooldown if interrupted during the channel time.
•Diablo – Fixed an issue causing Diablo's Shadow Charge to not push stunned targets the full expected distance after choosing the Domination talent.
•Genji – Fixed a number of issues with interactions between the Dragon Blade and Swift Strike reset duration bars.
•Medivh – Fixed an issue allowing Medivh to cast two sets of Portals after choosing the Portal Mastery talent.
•Raynor – Fixed an issue that could cause Raynor's Raider to become stuck outside of the map when navigating in and out of the mines on Haunted Mines.
•Raynor – Raynor's Raider will now hearth back to base with Raynor.
•Zagara – Zagara will now exit Nydus Worms in the direction of the player's cursor.
•Zul'jin – Fixed a number of issues with the Amani Rage tooltip.
Witty signature comment goes here...
wra
hots designs have been relatively low on the league of legends hey btw breasts scale.
the last female character they released is in full platemail, and the one before that also wears plate armor with a huge cape.
alex is a bit the makers of hots would like to remind you that breasts exist, but generally they've done ok.
Flip between Yrel's default skin and her Harlequin skins and say this again, I dare ya.
i suppose, i will admit i forgot that skin exists because it's so awful and her baseline design is good.
Also, for Aranis, isn't this basically old lv 20 Nexus blades?
Level 16 ◦
New Talent: Blades of a Templar (Passive)
◾Increase Basic Attack speed by 30%. Basic Attacks slow enemy Movement Speed by 20% for 1.25 seconds
Oh wow, that's two talents moved from 20 to 16?
◦Force of Will (Trait) ◾Moved from Level 20
◾New functionality: ◾Casting Basic Abilities reduces the cooldown of Shield Overload by 5 seconds
Witty signature comment goes here...
wra
Artanis' Nexus blades talent used to increase his AA damage by 20%. The attack speed boost is there to synergize with shield uptime talents on the lower tier and his burning rage equivalent (which only procs when his shield is up) at level 20.
Steam: CavilatRest
And Alex was actually toned down from her original design.
As she now has pants.