Cooldown reduction increased from 1 to 1.25 seconds
Level 16
Giant Scorcher (Q)
Damage increased from 3 to 3.5% of target’s maximum Health
Greymane
Abilities
Razor Swipe (Q)
Damage reduced from 159 to 135
Go for the Throat (R)
Damage reduced from 420 to 355
Marked for the Kill (R)
Damage increased from 68 to 190
Talents
Level 1
Wolfheart (W)
Cooldown reduction per attack reduced from 1 to .8 seconds
Level 4
Eyes in the Dark (E)
Stealth duration reduced from 4 to 3 seconds
Level 7
Incendiary Elixir (Q)
Increased the damage bonus per quest stack from 10 to 15
Increased the maximum damage bonus from 150 to 225
Level 20
Unleashed (R)
Damage bonus per kill increased from 25 to 35%, up to a maximum of 140%
Developer Comments: We’re pretty happy with the way Greymane is playing, but think that he’s doing more burst damage than we want from a Basic Attack focused Hero (at a very consistent rate). We’ve decided to address this by reducing the damage of Go for the Throat and Razor Swipe. We’re also increasing the damage of Marked for the Kill. While the focus of the Heroic is the long term Vulnerable, by increasing the damage we’re reducing the opportunity cost of giving up Marked for the Kill.
Gul'dan
Talents
Level 1
Echoed Corruption (E)
Number of hits required to complete quest increased from 30 to 35
Level 7
Curse of Exhaustion (E)
Slow duration increased from 2 to 2.5 seconds
Level 13
Fel Armor (Q)
Ability damage reduction increased from 30 to 40%
Level 16
Rampant Hellfire (Q)
Damage bonus increased from 6% per stack (30% max) to 8% per stack (40% max)
Darkness Within (Trait)
Damage bonus increased from 20 to 25%
Developer Comments: While he has an acceptable win rate in the hands of experienced players, we felt that Gul’dan could use a few minor buffs and talent tweaks to help make his talent tiers more competitive. His Echo of Corruption quest ended up being completed earlier than we intended for such a strong effect, so we’re increasing the amount of Hero hits required. We are also are seeing a higher win rate for his Ruinous Affliction talent compared to others on his Level 16 tier. Rather than nerf this talent, we decided to buff the other options to make the tier more competitive and to make his late-game power spike more powerful.
Auriel
Stats
Basic Attack damage increased from 48 to 60
Abilities
Sacred Sweep (Q)
Outer damage reduced from 80 to 75
Inner damage reduced from 160 to 150
Resurrect (R)
Cooldown reduced from 90 to 70 seconds
Range increased from 4 to 5
Talents
Level 1
Increasing Clarity (Q)
Lowered the quest bonus damage for each stack from 3 to 2
Increased the number of hits required to complete the quest from 20 to 25
Quest completion bonus increased from 60 to 70. The total damage bonus will remain at 120
Level 7
Empathic Link (D)
Energy reduced from 25 to 20% of Bestow Hope target’s damage taken
Glimmer of Hope (W)
Energy reduction from globes increased from 35 to 50%
Energized Cord (W)
Increased Energy gain from Auriel’s Basic Attacks from 100%/30% to 100%/50%
Level 13
Blinding Flash (Q)
Blind duration reduced from 4 to 3 seconds
Level 20
Diamond Resolve (R)
Damage resistance duration increased from 4 to 5 seconds
Developer Comments: Auriel has had a very strong release. We’re happy to see some fresh blood (or hope) in the support scene, but do think that as players continue to master the newest Hero in the Nexus that her winrate will continue to climb. As such, we’re reducing the power of her Sacred Sweep Talents, as well as reducing some of her Energy gain from Empathic Link. We’ve also transferred some of her damage (and consequently her Energy gain) from Sacred Sweep into her Basic Attacks, as we found them more lackluster than we’d like and not worth the risk necessary to use them.
Sgt. Hammer
Abilities
Thrusters (Z)
Thrusters are now always active while in the Altar of Storms
Artillery (Trait)
Now also increases Sgt. Hammer’s Basic Attack range by 20%
Talents
Level 1
Lethal Blast (W)
Removed
Level 4
Maelstrom Shells (Passive)
Removed
Level 7
Hyper-Cooling Engines (Z)
Cooldown reduction increased from 10 to 15 seconds
No longer makes Thrusters always active while in the Hall of Storms
Developer Comments: We’re planning to do a deeper dive into our favorite Siege Tank down the road, but in the meantime we felt Sgt. Hammer could use a few changes to make her feel more competitive compared to other heroes. Sgt. Hammer was originally designed to be the master of ranged damage, but has since become outshined by other poke heroes like Li-Ming and Chromie. To help her assert her spot again as a scary ranged damage-dealer, we’re making Maelstrom Shells a part of her baseline Artillery Trait, which should also help that tier’s pick rates. We’re also giving her a bit of a quality of life improvement by making her Thrusters always active when she leaves the Hall of Storms, which should help her get back to the game faster from her base.
Cho
Talents
Level 7
I AM Hurrying! (Z)
Duration increased from 1.5 to 2 seconds
Level 13
Runic Feedback (E)
Cooldown reduction increased from 1 to 1.25 seconds
Stitches
Abilities
Gorge (R)
Cooldown reduced from 80 to 60 seconds
Mana cost reduced from 80 to 70
Tyrael
Abilities
El'druin's Might (Q)
Cooldown increased from 11 to 12 seconds
Judgment (R)
Cooldown reduced from 80 to 70 seconds
Sanctification (R)
Cooldown increased from 70 to 80 seconds
Talents
Level 4
Horadric Reforging (Q)
Cooldown reduction increased from 3 to 5 seconds
Level 7
Reciprocate (W)
Damage reduced from 200 to 170
Angel’s Grace (Q)
Movement Speed increased from 30 to 40%
Searing Attacks (Active)
Removed
Follow Through (Passive)
Added
Level 13
Imposing Will (W)
Fixed bug that was causing the Movement Speed slow to inconsistently stack with all other Movement Speed slows
Angelic Absorption (W)
Increased healing amount from 156 over 3 seconds to 208 over 4 seconds
Level 16
Salvation (W)
Increased bonus Shields from 35 to 45% per affected ally
Developer Comments: Tyrael has been trending upward since he last received a Talent update, and has reached a point where we’re ready to do a few nerfs to our Archangel of Justice. The major target points are a few of the over performing Talents, as well as some slight adjustments to a few of his cooldowns. Coupled with these nerfs, we’re also buffing a few of the lesser picked Talents so that he has more compelling options at every tier.
Bug Fixes
Heroes, Abilities, and Talents
Auriel: Auriel can no longer become polymorphed indefinitely if she exits a self-cast Crystal Aegis in the same moment that she comes under the effects of the Garden Terror’s Queen’s Curse Ability.
Auriel: The simple tooltip for Auriel’s Energized Cord Talent no longer incorrectly states that it doubles the energy stored by Basic Attacks.
Greymane really needed that IMO but is it possible to balance such a character ? Not really sure. Hammer needed that. Yesterday I played HL vs one. I asked if someone was good with Chromie. Turns out the guy who picked Chromie was. Hammer got no-gamed by Chromie's superior range and high burst. It was lost for them the moment they picked hammer without banning Chromie.
Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Hammer changes are good, but won't change anything. Heal was already far and away the most popular talent on 7--- now they've folded one of them main benefits of hyper cooling engines into her base kit, so heal is DEFINITELY the right choice now.
Giving her maelstrom shells baseline is..a strict heal buff? I think at level 4 this makes vigorous assault the best. Regardless, these changes don't change that the reason hammer is bad is because long-distance mages completely counter her. (I'm looking at you, chromie/ming/jaina)
I'm not sure that the cooldown is the issue that makes or breaks this talent. If it were a really high CD, but more like mercy's ult in overwatch(that is, instant "you press a button, that hero comes back") it would be much much better. Maybe a 120-150s CD though, as that ability is significantly more powerful.
As it is, the main issue is that you can't use the ability to really win a teamfight. The best you can do is use it to clean up after winning, since if you lose you are not going to be able to go back in and resurrect people.
Plus, of course, her other ult is a poor man's cleanse. So the other ult kind of completes her utility.
On August 23 2016 22:38 Larkin wrote: Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Razor Swipe was always used as gap closer/escape/wave clear/going through the target so you can body block. Damage is lower, but it still has the same uses as before.
On August 23 2016 23:28 MotherFox wrote: Hammer changes are good, but won't change anything. Heal was already far and away the most popular talent on 7--- now they've folded one of them main benefits of hyper cooling engines into that talent, so heal is DEFINITELY the right choice now.
Giving her maelstrom shells baseline is..a strict heal buff? I think at level 4 this makes vigorous assault the best. Regardless, these changes don't change that the reason hammer is bad is because long-distance mages completely counter her. (I'm looking at you, chromie/ming/jaina)
Yup I agree, we are probably looking at Sgt. Hammer rework in the near future, or they will just buff her patch after patch until she becomes super OP even with her hard counters. She is just a very specific hero that works only in certain comps against certain comps that don't have diving or siege range potential. Plus the fact that she is quite immobile while we are slowly reaching mobility power creep with new heroes even though there are still some without or with very poor mobility.
On August 23 2016 22:38 Larkin wrote: Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Razor Swipe was always used as gap closer/escape/wave clear/going through the target so you can body block. Damage is lower, but it still has the same uses as before.
On August 23 2016 22:38 Larkin wrote: Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Razor Swipe was always used as gap closer/escape/wave clear/going through the target so you can body block. Damage is lower, but it still has the same uses as before.
It actually kind of ruins Greymane's jungling.
Hm that's true too. Just think a more impactful GM nerf would be to his AA damage.
On August 23 2016 22:38 Larkin wrote: Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Razor Swipe was always used as gap closer/escape/wave clear/going through the target so you can body block. Damage is lower, but it still has the same uses as before.
It actually kind of ruins Greymane's jungling.
Hm that's true too. Just think a more impactful GM nerf would be to his AA damage.
AA damage just got nerfed twice, no need to nerf it anymore. These are good targeted bans that get rid of his burst. Right now it's so easy to just jump on someone that's half health and just AA -> Swipe -> AA -> GFFT and kill them nearly instantly. I think with this patch, there will be a lot more focus on his ranged AA style and maybe a comeback of the Q build.
Unfortunately, I think he'll probably end up being worse than Raynor or new Valla in a few weeks. The insane burst that he used to have got chunked pretty hard, so it's probably more worth it to have the survivability of Raynor or the utility/AoE damage of Valla. Expect him to fall out of the meta pretty hard.
HURRAYY!!!! I'm sooo happy now. I know they are going to change her kit but i really want to farm just a little more. (with 31 win 14 lose %69 wr on HL)
I cannot believe people failed to realize how stupidly strong valla is... Ty Blizz.. Ty so much!
On August 24 2016 08:12 Aceace wrote: No Valla changes??
HURRAYY!!!! I'm sooo happy now. I know they are going to change her kit but i really want to farm just a little more. (with 31 win 14 lose %69 wr on HL)
I cannot believe people failed to realize how stupidly strong valla is... Ty Blizz.. Ty so much!
On August 23 2016 22:38 Larkin wrote: Solid changes all round, though I wonder - with Wizened Duellist especially Greymane's AA damage is obscene to the point that razor swipe only exists really as a closer since AA damage is like 100-200 damage higher (and with the attack speed buff talent you're just dishing out AA damage for days). So now razor swipe does even less damage, there's barely a point to using it except to get closer?
Razor Swipe was always used as gap closer/escape/wave clear/going through the target so you can body block. Damage is lower, but it still has the same uses as before.
It actually kind of ruins Greymane's jungling.
Hm that's true too. Just think a more impactful GM nerf would be to his AA damage.
AA damage just got nerfed twice, no need to nerf it anymore. These are good targeted bans that get rid of his burst. Right now it's so easy to just jump on someone that's half health and just AA -> Swipe -> AA -> GFFT and kill them nearly instantly. I think with this patch, there will be a lot more focus on his ranged AA style and maybe a comeback of the Q build.
Unfortunately, I think he'll probably end up being worse than Raynor or new Valla in a few weeks. The insane burst that he used to have got chunked pretty hard, so it's probably more worth it to have the survivability of Raynor or the utility/AoE damage of Valla. Expect him to fall out of the meta pretty hard.
On August 24 2016 08:12 Aceace wrote: No Valla changes??
HURRAYY!!!! I'm sooo happy now. I know they are going to change her kit but i really want to farm just a little more. (with 31 win 14 lose %69 wr on HL)
I cannot believe people failed to realize how stupidly strong valla is... Ty Blizz.. Ty so much!
lolwat
At what level? She's pretty bang average imo.
Dia 1.. Unfortunately there is not much time left for me to spam moar games. Its so hard to be a football journalist I need to play more.. Probably i will get masters before season ends. GM? I can't.
Well.. I guess i should've written a guide already but my job... Anyways i will give you a short talent and playstyle guide.
People are missing one big point on Valla's skillset. 1) You need to get your trait working ASAP. 2) Eventho you are playing a AA character, you have to offer somewhat burst damage.
Q build offers 1v1 but its risky AND absurdly mana intensive. In hotslogs it shows people picks Rancor %60 of the time while Punishment only %5 of their games (Master-Dia only). And surprisingly Punishment has highest winrate. (I know there is weird pickrates has weird winrates but this is not the case for Punishment)
First things first. You have to have high hatred to deal damage with Valla. Its freaking %30 dmg boost and ability to stutter step. (People seems to forgot how important stutter step is) In theory Rancor offers %15 attack speed but... You can't reach 10 hatred in teamfight with Rancor easily. This isn't going to happen. Even you reach 10 hatred with Rancor, a punishment user Valla already dealt a lot more
Talents 1 - Punishment 4 - Manticore 7 - Searing (Hot Pursuit against double warrior. I'll explain why) 10 - RoV 13 - Flex spot. You can go Giant Killer against double warrior or Frost shot for Executioner activator 16 - Executioner 20 - Nexus Frenzy
You may say "So what? You only changed your level 1 talent." Let me explain
At level 20 muradin has 5.5k base hp (Avatar can help ofc). Most assassins has 3-3.5k hp. Valla has 2 attacks per second with nexus frenzy. So you make 3 attacks in 1.5 seconds. If you go this build and start combat with Hungering Arrow>Multishot you have 8 hatred stacks. You reach your max hatred with only 2 attacks and you hit your 3rd Manticore attack with 10 hatred and Executioner bonus.
Assuming you manage to hit all 3 hungering arrow this combo makes you deal incredible 2.153 damage in 1.5 seconds... Now that is a badass burst damage. Funny part is.... You can even increase it with RoV, Searing attacks and Giant Killer to deal approximately 4k!!!! There is no other hero which can deal 2.5k - 4k damage in 1.5 seconds and offers huge AA. Stay back. Burst anyone that try to come closer. You don't care about enemy backliners. Just kill the closest enemy. Arthas, Kerrigan, Thrall, Sonya (Care about ignore pain)... At worst case you can burn half of enemy tank hp in 1.5 seconds.
Rancor is better for bosses. Punishment is waay better for anything else. It offers an extremely high burst.
About Hot Pursuit... Teamfights tends to go a little longer against double warrior compositions. Also Searing Arrow's bonus damage isn't that important anymore. But having +%10 movespeed becomes much more important. Its not so hard to keep 10 hatred stacks when you start with 8
I dunno, to me it feels like she can be caught and killed practically instantly by any small amount of CC. She's so flimsy and vault is barely an escape. And I can 1v1 her with ease as Sylvanas. Just feel like she doesn't do anything better than other assassins. But hey, if you're good with her, she can really effective.
On August 24 2016 12:57 Aceace wrote: People are missing one big point on Valla's skillset. 1) You need to get your trait working ASAP. 2) Eventho you are playing a AA character, you have to offer somewhat burst damage.
Agreed
On August 24 2016 12:57 Aceace wrote: First things first. You have to have high hatred to deal damage with Valla. Its freaking %30 dmg boost and ability to stutter step. (People seems to forgot how important stutter step is) In theory Rancor offers %15 attack speed but... You can't reach 10 hatred in teamfight with Rancor easily. This isn't going to happen. Even you reach 10 hatred with Rancor, a punishment user Valla already dealt a lot more
This is probably due ppl not knowing how to use her trait effectively. If your team is fighting in the jungle all the time, i agree Punishment looks much better.
On August 24 2016 12:57 Aceace wrote: Q build offers 1v1 but its risky AND absurdly mana intensive. In hotslogs it shows people picks Rancor %60 of the time while Punishment only %5 of their games (Master-Dia only). And surprisingly Punishment has highest winrate. (I know there is weird pickrates has weird winrates but this is not the case for Punishment)
It really comes down to playstyle/map/team rather then being better or worse. For example, boss objectives (Temple of Anubis / Battlefield of Eternity / etc) Rancor is the way to go.
On August 24 2016 12:57 Aceace wrote: Rancor is better for bosses. Punishment is waay better for anything else. It offers an extremely high burst.
Oh, you already said that
On August 24 2016 12:57 Aceace wrote: About Hot Pursuit... Teamfights tends to go a little longer against double warrior compositions. Also Searing Arrow's bonus damage isn't that important anymore. But having +%10 movespeed becomes much more important. Its not so hard to keep 10 hatred stacks when you start with 8
Fair point but i disagree here. Hot Pursuit is useful in some situations, especially when you have do deal with their tanks first like you said. But Searing arrow helps to bring down their healers faster and can be the difference between life and death vs assassins and/or mages. Considering team-composition, peelers and priority targets, Hot Pursuit can be very good in the right situation but wouldn't say it should be picked more often then Searing arrow.
The most amusing part of the post is when he's talking about an extreme change they tested out, but which will not be in the game:
To provide some insight into how we do design, sometimes we test extremes to see if the direction is even worth pursuing before settling on something that feels appropriately tuned. One such example was increasing the mounting cooldown from 4 seconds to 80 seconds, but the Movement Speed was increased from 40% to 80%. Ultimately we didn’t like the extreme change this made to Heroes of the Storm, but it make us think about where we were on the map more often. We really enjoyed that, so we wanted to bring a slightly tamer version of it to live.
I'm still having some success with Q build Valla, and depending on the circumstances take Cost-effective materials at 1, Tumble at 16, and Vengeance at 20. It gives you pretty absurd burst, especially the ult, no healer can keep up with a full-duration upgraded Strafe on more than one target.
Although, hotslogs is showing basically all the dedicated Q talents as the worst of their respective tiers, so maybe it's just my own play style - I tend to be greedy as AA Valla and end up dying more than I probably should.
To provide some insight into how we do design, sometimes we test extremes to see if the direction is even worth pursuing before settling on something that feels appropriately tuned. One such example was increasing the mounting cooldown from 4 seconds to 80 seconds, but the Movement Speed was increased from 40% to 80%. Ultimately we didn’t like the extreme change this made to Heroes of the Storm, but it make us think about where we were on the map more often. We really enjoyed that, so we wanted to bring a slightly tamer version of it to live.
I don't think the average player will even notice the difference if they didn't read about it first. Chu8 plays more than the vast majority of players and didn't notice it until someone asked him to check. Two seconds more travel time from bottom lane to the top temple of Sky Temple doesn't seem like enough difference to create the benefits they are hoping to gain. I'm interested to see the changes to the "number of equivalent powers".
The most amusing part of the post is when he's talking about an extreme change they tested out, but which will not be in the game:
To provide some insight into how we do design, sometimes we test extremes to see if the direction is even worth pursuing before settling on something that feels appropriately tuned. One such example was increasing the mounting cooldown from 4 seconds to 80 seconds, but the Movement Speed was increased from 40% to 80%. Ultimately we didn’t like the extreme change this made to Heroes of the Storm, but it make us think about where we were on the map more often. We really enjoyed that, so we wanted to bring a slightly tamer version of it to live.
I don't think the average player will even notice the difference if they didn't read about it first. Chu8 plays more than the vast majority of players and didn't notice it until someone asked him to check. Two seconds more travel time from bottom lane to the top temple of Sky Temple doesn't seem like enough difference to create the benefits they are hoping to gain. I'm interested to see the changes to the "number of equivalent powers".
Yeah, me too. For instance, if they don't nerf Enhanced Agility on Dehaka then that is pretty nice. Similar assertions can be made of lunara, falstad, medivh, sgt hammer, etc, etc.
I wonder how will this affect the likes of Rehgar and such, since he can have 40% currently with the lvl 1 talent?
trikslyr:
Many movement speed traits/etc, have been reduced to reflect the change. For example, Rehgar and Falstad have been tuned to make sure they are in line with the alterations.
Question:
What about Brightwing and Dehaka? Even if you increase the cooldown, can they still teleport directly in from anywhere on the map?
trikslyr:
In some cases, like Dehaka, there wasn't a change. He can still Brushstalk at the same rate of speed that we've all come to know. More details to come with the PTR, and you'll get to try out the changes for yourself.
The balance team took the time to dig through every interaction and make sure adjustments were made where needed. With that being said, if you do see something on the PTR that feels off, feel free to give us the feedback. We'll be keeping an eye out.
On August 24 2016 12:57 Aceace wrote: About Hot Pursuit... Teamfights tends to go a little longer against double warrior compositions. Also Searing Arrow's bonus damage isn't that important anymore. But having +%10 movespeed becomes much more important. Its not so hard to keep 10 hatred stacks when you start with 8
Fair point but i disagree here. Hot Pursuit is useful in some situations, especially when you have do deal with their tanks first like you said. But Searing arrow helps to bring down their healers faster and can be the difference between life and death vs assassins and/or mages. Considering team-composition, peelers and priority targets, Hot Pursuit can be very good in the right situation but wouldn't say it should be picked more often then Searing arrow.
Great post.
Thank you!! I should've posted it earlier but real life commitments sucks.
I used to pick Searing Arrows before double (even triple) warrior meta. But in HL people picks double warrior again. Its completely meta pick. If somehow meta return to one warrior, I'll choose Searing Arrows then.
On August 23 2016 16:30 Leolio wrote: Greymane really needed that IMO but is it possible to balance such a character ? Not really sure. Hammer needed that. Yesterday I played HL vs one. I asked if someone was good with Chromie. Turns out the guy who picked Chromie was. Hammer got no-gamed by Chromie's superior range and high burst. It was lost for them the moment they picked hammer without banning Chromie.
Hammer team could have always taken Medivh. Which is really fun vs mages. Add Auriel and you got some scary poke team. If I ever play mage vs Hammer + Medivh, I will not leave my supports side. Only way to life.
Yes Medivh is a pain for Chromie, but at Diamond 5 or so, people won't play like that. And playing well Chromie can mitigate Medivh's role, like focusing him instead of hammer or not letting them see when you use your attack so that he doesn't know the timing to protect hammer. This is diamond HL, people draft the hero they want to play, amongst the heroes who may suit the needed roles.
The best example of this is players who pick Diablo in the 4rth and 5th slot of the draft. So, I'm 4rth pick, I'll have to take warrior and I don't want to, but hey, at least Diablo's a fun one, right ? Ends up diving 1v5 all game, no peeling, no teamwork. Same with Tyrande picks. I'm stuck with support, but at least she's fun. And they'll end up using their shadowstalk way too soon, never scouting with owl because, hey, it's funnier to keep it for fights and so. Keep stun for mosh ? Aw come on, you know I'll be dancing, right ? (true story, he picked Tyrande for Mosh, he never countered one, and got caught often) Am I the only one who notices that ? I got 2 Tyrande and 4 Diablo this last few days that were forced into warrior / support and played terribly. Since I try to play "carry" when top of draft I notice that (I used to go warrior only when top of draft)
To provide some insight into how we do design, sometimes we test extremes to see if the direction is even worth pursuing before settling on something that feels appropriately tuned. One such example was increasing the mounting cooldown from 4 seconds to 80 seconds, but the Movement Speed was increased from 40% to 80%. Ultimately we didn’t like the extreme change this made to Heroes of the Storm, but it make us think about where we were on the map more often. We really enjoyed that, so we wanted to bring a slightly tamer version of it to live.
Glad they didn't do that change...that would absolutely wreck me.
If i had a dollar for how many times a single archer minion has dismounted me immediately or trying to get to an objective. I'd be about 80 dollars richer.
I like Mc's Greymane build over Kaeyoh's. Flask build is still just so meh. Greymane's human form hasn't changed all that much, so playing him like a Valla or Raynor makes a bit more sense. I would even consider taking Eager Wolf over Executioner just because it helps his PvE after taking a hit with the Swipe nerfs.
All in all, he's not that bad as a ranged assassin, but I don't think he's anywhere near the quality of someone like Valla or Lunara who do tons more damage. Even Raynor might be better since he's got more sustain and an interrupt.
PTR is scheduled to go live tomorrow for SC maps. At least one other hero besides Valla was teased as getting a rework. My guess is The Butcher who they previously said they have been working on about two months ago.
On August 29 2016 09:11 karazax wrote: PTR is scheduled to go live tomorrow for SC maps. At least one other hero besides Valla was teased as getting a rework. My guess is The Butcher who they previously said they have been working on about two months ago.
And I look at Tassadar and my heart weeps. Tass literally only has one build. Taking other talents at almost every tier is a really bad idea the vast majority of the time. Butcher has a solid winrate and surprising talent diversity (people think it HAS to be meat related talents for some reason, but he has varied Q talents that are actually pretty good). Butcher needs some tweaking, not a rework. Tass needs a new talent level rework. Murky needs... something. Poor lil guy hasn't been touched properly in forever. Malf could do with some changes. Nova is still a trainwreck. Other heroes are still bugged to hell (Rexxar?). I hope some of this gets sorted over the next two patches, instead of reworks to heroes that shouldn't be the priority and yet another bunch of KT changes.
The thing with butcher is, he needs to go all-in. Feels like that atleast. I do hope he gets a proper rework since i really think he should get one.
He might be picked in competetive now atleast SOMETHING but still. He do so poorly compared to thrall for example if u pick him in hero league. So ye a rework is a neccessity imo.
On August 29 2016 09:11 karazax wrote: PTR is scheduled to go live tomorrow for SC maps. At least one other hero besides Valla was teased as getting a rework. My guess is The Butcher who they previously said they have been working on about two months ago.
And I look at Tassadar and my heart weeps. Tass literally only has one build. Taking other talents at almost every tier is a really bad idea the vast majority of the time. Butcher has a solid winrate and surprising talent diversity (people think it HAS to be meat related talents for some reason, but he has varied Q talents that are actually pretty good). Butcher needs some tweaking, not a rework. Tass needs a new talent level rework. Murky needs... something. Poor lil guy hasn't been touched properly in forever. Malf could do with some changes. Nova is still a trainwreck. Other heroes are still bugged to hell (Rexxar?). I hope some of this gets sorted over the next two patches, instead of reworks to heroes that shouldn't be the priority and yet another bunch of KT changes.
Nova is perfectly fine right now, except she may need more build diversity. Not that it matters as her only build is good IMO. Tass is the same. Murky needs just a little something, but it's such a cheese character, he can never really be balanced.
butcher needs meat reworked into a quest talent so you aren't forced to farm after every commitment, like some budget diablo nova could actually use another nerf so nobody ever touches her at all in any game in all of the time under any condition tass definitely needs another rework, or at least his damage talents (storm, archon) buffed so that you can go anything, but the support/tank build Malf would need only "fastening" the health regen over time on his Q imho, maybe buff tranq a bit. Now he just feels like a really bad discount Auriel Murky is getting his octo uncleansable, but I dunno if it's going to help at all given that Xul does literally everything Murky does, but better.
As many of you may know, we announced that we’d be releasing our next patch to the Public Test Realm today, August 29. However, we’ve since encountered an issue that’s causing a delay. We’re actively working to resolve this issue, and still intend to open the PTR for playtesting as soon as we can. We’ll keep this thread updated with any new details we have to share about PTR release today.
Thank you for your patience. We can’t wait for all of you to join us (and Alarak!) on the PTR, but we first want to make sure that PTR patch release will go smoothly before we open the gates.
Update 3:015 pm PDT We're still working to release the PTR patch today. Even though I don't have any new information to share at this point, I wanted to poke this thread so that you know we're still on the case!
As always, patch notes will be posted once the patch is actually available for download. Will continue to keep you all updated here.