Please note: The Public Test Realm is live now. Check out the patch notes below! Thanks for your patience.
Our next Heroes of the Storm patch has just arrived to the Public Test Realm and will be available for playtesting until February 13. During this time, we kindly request your assistance in trying out some of the new content it contains before we officially release the patch to the live version of Heroes. Just like last time, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
General
“For Azeroth!” – Play Warcraft Heroes, Get Rewards! + Show Spoiler +
With the arrival of today’s patch, until March 14, 2017, play Heroes of the Storm using Warcraft Heroes, while in a party with a friend, to earn rewards for both games!
Quest Complete 15 Heroes of the Storm matches with a friend, while playing as Warcraft Heroes, before the event concludes. Players who select Warcraft Heroes will still earn quest credit if their friends play using Heroes from other Blizzard universes. However, only the players who select Warcraft Heroes will earn quest credit. Players do not need to complete all 15 matches with the same friend in order to complete the quest. Rewards World of Warcraft: Primal Flamesaber Mount Heroes of the Storm: 10 day Stimpack Heroes of the Storm: Flames of Judgement Charger Mount PTR Note: While elements of this event may appear on the Test Realm, players will not be able to make progress toward quests or rewards until the patch is released to the live version of Heroes of the Storm next week.
From the streets of Rio to the clubs on King’s Row, Lúcio’s beats bring the party to life, and drive the people to action. Now he’s on tour in the Nexus, ready to Break it down, and to continue fighting for what’s right.
Trait
Wall Ride (D) When moving alongside impassable battleground terrain and Structures, Lúcio can walk through other units, and his Movement Speed is increased by 20%. This effect stacks with other Movement Speed bonuses.
Basic Abilities
Soundwave (Q) Deal damage to enemies in a cone-shaped area and knock them back.
Crossfade (W) Play one of two tracks that passively provide allied Heroes with either a Speed Boost or a Healing Boost in a large radius around you. Activate Crossfade to swap tracks.
Healing Boost: Restore a small amount of Health every second to Lúcio and nearby allied Heroes.
Speed Boost: Increase the Movement Speed of Lúcio and nearby allied Heroes by 15%.
Amp It Up (E) Raise Lúcio’s Crossfade track volume for 3 seconds, amping Speed Boost to 45% increased Movement Speed, and significantly increasing the Healing rate of Healing Boost.
Heroic Abilities
Sound Barrier (R) After 1 second, Lúcio and nearby allied Heroes gain a massive Shield that rapidly decays over the next 6 seconds.
Reverse Amp (R) Blast Lúcio’s Crossfade track at enemy Heroes for 4 seconds, causing Healing Boost to inflict damage every second, and Speed Boost to Slow Movement Speed by 45%. Passive: Increase Amp It Up’s duration to 4 seconds.
Murky has received updated icon art and visual effects that coincide with his rework. The following Heroes, Abilities, and Talents have received updated visual effects: Dream Genie Chromie: Time Trap (E) – The lamp spout on Time Trap’s model will now always spawn facing West. Grunty Murky: Pufferfish (W) – Visual effects tweaks have been made in order to better distinguish between Pufferfishes and Tufferfishes. Thrall: Earthquake (R) – The outer edge of Earthquake’s area of effect has been made more visually apparent.
Shop PTR Note: Many of the following changes will not take place in the Shop until the Public Test Realm is brought offline and the patch is officially released to the live version of Heroes of the Storm next week.
New Bundles Ribbit Lúcio Bundle – Available until February 28, 2017 2017 Love is in the Air Bundle – Available until February 28, 2017 Returning Bundles Classic Love is in the Air Bundle – Available until February 28, 2017 Removed Bundles 2017 Lunar Festival Bundle 2016 Lunar Festival Bundle
Heart Stone – Available by purchasing the 2017 Love is in the Air Bundle Flames of Judgement Charger – Awarded for completing the “For Azeroth!” event quest. Returning Mounts Amani War Bear Cyber Ram Removed Mounts Magic Carpet Marshal’s Outrider
Marked for the Kill (R) Renamed to Cursed Bullet New Functionality: Fires a bullet that hits the first Hero in its path, dealing 35% of their current Health as damage. Cannot hit Vehicles. 30 second cooldown, costs 50 Mana.
Talents
Level 20
Gilnean Roulette (R) New Functionality: Causes Cursed Bullet to hit all enemies in its path, and reduces its cooldown by 5 seconds per Hero hit
Garrote (E) Silence duration increased from 2 to 2.25 seconds Impact damage reduced from 75 to 20 Damage over time reduced from 175 to 140
Cloak of Shadows (R) Cooldown reduced from 18 to 15 Duration increased from 1 to 1.5 seconds
Talents
Level 1
Crippling Poison (Active) Duration increased from 3 to 5 seconds
Level 4
Wound Poison (Active) Duration increased from 4 to 5 seconds
Level 7
Assassinate (Q) Distance between enemy Heroes reduced from 5 to 4 range
Level 13
Death From Above (Q) Teleport range increased from 5 to 7
Level 16
Rupture (E) Added functionality: Basic Attacks against Garroted enemies also increases the damage over time effect by 5%, stacking up to 30%
Developer Comments: We feel that Valeera needs a small increase in power to help her overall win rate, but are hoping to do so without adding much more burst damage or disabling effects. The changes to her Health and Basic Attack damage should give her a boost, while the changes to Talents, Ambush, and Garrote should create harder decision making for the Rogue. While we were looking at her Health Regeneration, we noticed that it was actually higher than intended (most Heroes take 480 seconds to regenerate their entire Health pool), which is why we reduced it slightly. We’ve increased the duration on Cloak of Shadows so that predicting Abilities is easier to accomplish. We want it to be a rewarding, high skill-cap ability, but with the old tuning it struggled to compete with Smoke Bomb.
Developer Comments: We like that Mortal Strike and Shattering Throw are great counter options for certain team compositions, but thought they came just a little too late to draft Varian specifically for them.
Spawn Egg (D) Resurrect time while Murky's Egg is active increased from 5 to 8 seconds
Slime (Q) Slow amount increased from 20 to 25%
Pufferfish (W) Now deals 50% damage to Structures Pufferfish can now be targeted by Structures Pufferfish now has 225 Health and takes damage from Abilities Explosion radius increased by 50%
March of the Murlocs (R) Cooldown reduced from 100 to 80 seconds Increased the Movement Speed of the tiny murlocs by 30%
Talents
Level 1
Fish Tank (Passive) Moved to level 13 Redesigned: Basic Attacks against enemy Heroes grant Murky 75 Basic Attack Armor for 2 seconds
Bubble Breeze (E) Renamed to Slippery When Wet Moved to level 7 Increased the Movement Speed bonus from 20% to 35% Now also allows Murky to pass through enemies while Safety Bubble is active
Assault Egg (D) Renamed to Fish Eye Bonus Health reduced from 150% to 100% Sight Radius bonus increased from 150% to 200% Now reveals Stealthed enemies Now increases Murky's Mounted Movement Speed to 45% for 5 seconds after spawning
Bribe (Active) Removed
New Talent: Egg Hunt (Active) Activate to place a fake Egg. If the fake Egg dies, it casts Slime. Maximum 3 fake Eggs. 6 second cooldown Upon spawning from an Egg, Murky is Stealthed for 5 seconds
New Talent: A Fishy Deal (Active) Killing an enemy Minion with Pufferfish grants 1 stack of Bribe. Use 5 Bribe stacks to capture a single Mercenary. Maximum of 20 stacks
Level 4
Bigger Slime (Q) Moved to level 7 Renamed to Black Lagoon
Tufferfish (W) Redesigned: Now causes Pufferfish to deal 35% more damage to Slimed targets, and it gains 50 Spell Armor
Envenom (Active) Removed
Living The Dream (Passive) No longer passively grants Ability Power Instead of granting 1% Ability Power every 5 seconds, now grants 5% Ability Power every 15 seconds. Max 15% bonus Ability Power.
New Talent: Slime Time (Q) Quest: Slime enemy Heroes that are already Slimed Reward: After Sliming 15 Slimed Heroes, increase Slime's bonus damage by 125 Reward: After Sliming 30 Slimed Heroes, increase Slime's slow amount to 35%
Level 7
Slime Advantage (Q) Removed
Hindering Slime (Q) Removed
Compressed Air (W) Removed
Clairvoyance (Active) Removed New Talent: Time to Krill (Passive) Basic Attacks against Heroes deal an additional 8 damage per second and Slow the target’s Movement Speed by 10% for 5 seconds. This effect can stack up to 5 times
Level 13
Continuous Slime (Q) Renamed to Making Inky Moved to level 20 Cooldown reduction increased from 1 to 2 seconds
Wrath of Cod (W) Moved to level 16 New Functionality: Pufferfish deals bonus damage to Heroes equal to 10% of their maximum Health over 5 seconds
Bubble Machine (E) Removed
Hidden Assault (D) Removed
New Talent: Egg Shell (D) Respawning from an Egg grants Murky a Shield equal to 100% of his maximum Health. This Shield lasts indefinitely
Level 16
Slimy End (Q) Removed
Rejuvenating Bubble (E) Moved to level 13
Blood for Blood (Active) Removed
New Talent: Toxic Buildup (Q) Attacking an enemy Hero 3 times causes a Slime to cast from their position
Slimy Pufferfish (W) Renamed to Fish Oil
Level 20
Rewind (Active) Removed
Bolt of the Storm (Active) Removed
Never-Ending Murlocs (R) Redesigned: March of the Murlocs can now be channeled indefinitely
New Talent: Big Tuna Kahuna (Trait) Murky's maximum Health and Egg respawn times are doubled.
Developer Comment: : Mrrgrgrlgrl! Rise my brother murlocs! Mrrrgrgrlrlgrl! Vengeance will be ours! In examining Murky, his original health and egg timers are vestiges of a different time, created before even Jaina entered the Nexus. We wanted to give him more base health to make him a little harder to burst down, but traded it for a little longer time to respawn from his Egg. This has the added bonus of allowing a bit more counter-play to hunting our fishy friend. We also wanted to adjust Pufferfish, as an increasingly high amount of the roster could immediately explode it. Finally, his talent tree has been updated to come in line with our new philosophies. We’ve not only found this Murky much more fun to play as, with some exciting talents in each tier, but also more fair to fight against! Mrrgrgrlgrl!
Mac: Launching the Heroes client on a Mac will no longer automatically increase mouse acceleration. Corrected the scaling damage caps for several Talents that deal damage based on a percentage of the target’s maximum Health, including: Gall: Giant Scorcher Rehgar: Hunger of the Wolf Ragnaros: Giant Scorcher Tracer: Quantum Spike Xul: Backlash, Giant’s Curse A number of typos and tooltip errors have been corrected across several aspects of the game.
Nova: Nova’s status bar will no longer pop above her head while running. Samuro: Monkey King Samuro will now correctly play his victory animation after destroying the enemy Core. Tracer: Hologram visual effects will now correctly display on Master Tracer’s model while using Recall. Sky Temple: Fixed an issue in which Temple attacks could briefly appear to fire beyond the Core.
Anub'arak: Chitinous Plating will now correctly reduce the cooldown for Harden Carapace. Chromie: After completing Deep Breathing’s quest, its buff bar tooltip will now display the correct number of Heroes hit. E.T.C.: If Stage Dive’s landing location is blocked, E.T.C. will now land as close as possible to the intended area rather than returning to his original casting location. Medivh: Will now properly benefit from Regeneration Globes while transforming into Raven Form. Ragnaros: Will now properly benefit from Hand of Sulfuras when Empower Sulfuras scores a killing blow after striking multiple enemy Heroes. Ragnaros: Lava Wave's cooldown will now be paused during Zeratul’s Void Prison. Rehgar: Will no longer be pulled out of Ghost Wolf form upon dealing damage via an allied Ragnaros’s Blast Wave. Rexxar: Spirit Swoop will now correctly deal damage to Monsters. Samuro: Fixed an issue that could refresh the duration of Advancing Strikes after landing a critical strike. Samuro: Shift-queueing Hearthstone will no longer break Stealth until Hearthstone begins casting. Samuro: Burning Blade area of effect damage will now properly benefit from bonus damage granted by Way of Illusion. Samuro: Bladestorm will no longer occasionally fail to activate after casting Mirror Images and Bladestorm in rapid succession. Samuro: Fixed an issue in which the Score Screen could display an incorrect number of Gems for Samuro if he collected them while Mirror Images were active on Tomb of the Spider Queen. Thrall: Fixed an issue in which Feral Spirit could fail to trigger Follow Through after earning Seasoned Marksman stacks. Valeera: Rupture and Hemorrhage no longer benefit from another Valeera’s Garrote. Valla: Killing enemy Heroes who have post-death states, like Tyrael and Leoric, after learning Death Dealer will now correctly refresh Vault’s cooldown. Zul'jin: Fixed an issue causing Zul’jin to have a slightly higher Health Regeneration rate than intended.
Butcher's Brand (W) Casting animation has been sped up by roughly 33%. This should reduce instances of canceling this ability by rapidly issuing other commands.
Killing an enemy Minion with Pufferfish grants 1 stack of Bribe. Use 5 Bribe stacks to capture a single Mercenary. Maximum of 20 stacks
Stacks required to gain a charge of Bribe increased from 5 to 7
Maximum charge count increased from 20 to 30
New Talent: Slime Time (Q) This damage does not scale with level. New Talent: Time to Krill (Passive)
Basic Attacks against Heroes deal an additional 8 damage per second and Slow the target’s Movement Speed by 10% for 5 seconds. This effect can stack up to 5 times
Psionic Storm (W) Ramp to maximum damage reduced from 8 to 5 stacks Archon (R) Basic Attack slow reduced from 40 to 30% Force Wall (R) Cooldown reduced from 12 to 10 seconds Mana cost reduced from 35 to 30 Duration of Force Wall reduced from 2.5 to 2 seconds
Talents
Level 1 Templar’s Will (Passive) Mana returned from attacking Heroes increased from 4 to 8 per second New Functionality: Reward for first quest unlock changed from +1 Basic Attack range to +150% Distortion Beam damage. Level 4 Khala’s Light (Q) Armor on expiration reduced from 25 to 15 Level 7 Resonation (W) Slow amount increased from 40 to 50% Level 13 Nullification (Active) Duration increased from 3 to 4 seconds Level 16 Psionic Echo (W) Window between casts increased from 1.5 to 2 seconds Level 20 Twilight Archon (R) The cooldown for Archon will no longer tick down while the Archon effect is active Force Barrier (R) Cooldown reduction on Force Wall reduced from 6 to 5 seconds
Level 1 Flare (Active) Cooldown reduced from 30 to 25 seconds Level 4 Hungry Bear (Passive) Heal amount increased from 4 to 4.5% of Misha’s Maximum Health Level 7 Aspect of the Beast (W) Cooldown reduction decreased from 1.5 to 1.25 seconds Level 13 Aspect of the Hawk (Q) Duration is now refreshed if Rexxar hits an enemy Hero with Spirit Swoop while the Aspect of the Hawk effect is active Rexxar attack speed bonus increased from 100 to 125% Misha Bonus attack duration increased from .5 to .75 seconds
Murky rework, nice. I was hoping that they won't make him just an annoying split-pusher like they did with Zagara and he seems to have a lot of dueling options with auto-attack/slime builds, and they nerfed Puffer to deal 50% less damage to buildings.
Yay for Love Goddess Tyrande ! Nay for still no rework for Tyrande - she really could need one. While she still feels "okay" talentwise, she just cant keep up with the recent power level. No waveclear at all, manaproblems when going owlbuild, Singletargetheal that only meaningful when using a certain lvl 13 talent, only skillshots while we got so many point&click stuns/silences lately.....c'mon, Tass got some love, too! Even some "owl slows targets hit by 20% for x seconds" would be nice / make her fit more in gansquads while not stepping on other healers toes.
Yay for Murky rework !
Yay for 5% Aba buffs !
Nay for 2,25sec silence on Valeera >_<
And big YAY for DaftPunkAgrees(tm) Ribbit Lucio skin :D :D
On February 07 2017 08:36 Talaris wrote: Yay for dubstep Lucio !
Yay for Love Goddess Tyrande ! Nay for still no rework for Tyrande - she really could need one. While she still feels "okay" talentwise, she just cant keep up with the recent power level. No waveclear at all, manaproblems when going owlbuild, Singletargetheal that only meaningful when using a certain lvl 13 talent, only skillshots while we got so many point&click stuns/silences lately.....c'mon, Tass got some love, too! Even some "owl slows targets hit by 20% for x seconds" would be nice / make her fit more in gansquads while not stepping on other healers toes.
Yay for Murky rework !
Yay for 5% Aba buffs !
Nay for 2,25sec silence on Valeera >_<
And big YAY for DaftPunkAgrees(tm) Ribbit Lucio skin :D :D
Tyrande doesn't really need a rework, more of a buff to some of her talents. You could maybe replace some generic ones with better that suits her character more but that's it. Well compared to Tass that pretty much had just 1 talent build, she is really flexible in that regard.
Just did some theorycrafting on Murky and man... he is going to be pretty insane. I actually don't see why he wouldn't be a viable competitive pick and he is going to be quite broken in unorganized environment. Just take a look at level 13 shield talent and level 20 Big Tuna talent. His max HP is doubled, so he goes from 1500+ to 3000+ HP at level 20, but he gains 100% of his HP as shield from level 13 so it means that he will have 6000+ effective HP at level 20 with respawn timer of 16 seconds. That is crazy. Or if they don't have enough burst damage you can just go Rejuvenating Bubble at level 13 and still have 3000+ HP while regaining 50% every 14 seconds.
Current Murky gets pretty good later in the game and is almost unkillable when supported by heroes like Abathur/Tassadar/Zarya... he is going to be way too good now. Not even mentioning that his most important skill Slime is greatly buffed with new talents so he is going to deal a fuckton of damage as well.
Murky is my #3 most played hero and I love that he got reworked but I can't help but wonder did they go too far with this? Wouldn't be surprised to see him being nerfed in 2 weeks.
level twenty murky, find the right egg or your core will die >:3 . The bribe talent sounds super op somehow. On the other hand the chance of getting a pufferfish off if an enemy hero is close goes towards zero.
Not looking forward to everyone picking Murky again, to be honest... the Thrall animation 'fix' is actually a significant buff, and I'm excited for the potential with Greymane's reworked (again) marked for the kill - 35% of max health (potentially to all 5 heroes) is a huge amount of damage.
On February 07 2017 14:26 Larkin wrote: Not looking forward to everyone picking Murky again, to be honest... the Thrall animation 'fix' is actually a significant buff, and I'm excited for the potential with Greymane's reworked (again) marked for the kill - 35% of max health (potentially to all 5 heroes) is a huge amount of damage.
Surprised by the Thrall buff and pleased by the Murky rework so far. I love the new skins but I swore I wouldn't use real money on the game until they fix ranked duo queue. So, I'll pass on hot Tyrande for now. Not like I'm a big spender (100 € overall).
Very disappointed to have no news about what they plan to do about ranked queues for the next season.
So with the right talents, Murky doubles his health and can then get a shield for 100% of his health the first time he spawns? Seems a bit much given that killing him becomes 4x as hard but he still only counts for 0.25 deaths.
On February 07 2017 18:07 Ej_ wrote: Murky bribe is cancer
Yeah, I like all other changes but this one is quite ridiculous and not healthy for the game. His bribe doesn't lower the respawn time of the camps but still... every 3 waves you get a full Bruiser Knight camp. It is just bad, especially with how they've nerfed all other his pushing options and put emphasis on Slime/AAs.
On February 07 2017 17:36 Thezzy wrote: So with the right talents, Murky doubles his health and can then get a shield for 100% of his health the first time he spawns? Seems a bit much given that killing him becomes 4x as hard but he still only counts for 0.25 deaths.
Yup. Watched Grubby's stream last night, he has 6600+ HP on level 20 together with shield. He doubles his respawn time but 16 seconds is still quite short compared to 60 of other heroes at level 20... and I think that Murky is going to be a new Nazeebo in terms of power spike at level 20, except that Nazeebo gets damage and Murky gets idiotic amount of HP.
Unless you are way ahead, I don't see how you are supposed to fight Murky post 20.
Also, Thrall's "fixes" are completely unnecessary, not like he needed any buffs lol. Love how whenever I use Furnace Blast with Butcher I get stunned/gorged/webbed/slowed, it does nothing and cooldown of course goes off, but hey, it can't be same for the Thrall as he is too popular right now, let's make his heroics uninterruptable. >.>
On February 07 2017 20:12 Thezzy wrote: 6600 HP Murky?
Hahaha! Really Blizzard? And he will have his bubble. And if you DO kill him, he'll be back in 16 seconds.
If he doubles his health/respawn timer, a kill should reward 0.5 deaths as well rather than 0.25. Murky who can yolo with 6600 health is insane.
Leoric is going to be very jealous at that level of immortality.
Yup. I mean, Murky will be up there with Muradin, ETC, Diablo when it comes to solo tanking potential, it is funny. And I don't mean just HP, he gets a ton of CC, when completed Slime has 35% slow, level 7 AA talents gives you 50% slow after 5 AAs on a single hero, March of the Murlocs is buffed and will probably be go-to heroic right now and it is quite big aoe slow/zone out tool. Even if you go for Octograb which is actually viable right now with talents like shield from 13 and level 20 HP upgrade, it is the longest stun in the game.
Did I mention the utility he gets from fake eggs at level 1? People are flipping out over his new Cancer Bribe, but fake eggs have 6 seconds cooldown, give vision like your normal egg and cast Slime when killed. There are so many things you can do with them, perma scout bosses, bushes, make traps, you can even cast fake egg in the middle of the minion wave to help with the wave clear as your Puffer is going to get killed by a lot of heroes now when it can be destroyed by spells.
I know that I will be using fake eggs most of the time except for few maps, it will be hard to get a value from Bribe if one hero is against you on the lane that can constantly kill your Pufferfish.
On February 07 2017 14:26 Larkin wrote: Not looking forward to everyone picking Murky again, to be honest... the Thrall animation 'fix' is actually a significant buff, and I'm excited for the potential with Greymane's reworked (again) marked for the kill - 35% of max health (potentially to all 5 heroes) is a huge amount of damage.
it is 35% of current health.
Still, that's a pretty strong initiate - if you get multiple heroes at 20 with that before a fight starts, you're chunking literally thousands of hitpoints away before the fight even begins. Get that on their tanks + a hard engage and you're at a sizeable advantage.
"Chitinous Plating will now correctly reduce the cooldown for Harden Carapace."
This is a stealth anub'arak buff. Despite this skill enjoying a 30+% popularity pickrate, it current has no functionality. Implementing what it is supposed to do should impact anub quite a bit.
On February 07 2017 14:26 Larkin wrote: Not looking forward to everyone picking Murky again, to be honest... the Thrall animation 'fix' is actually a significant buff, and I'm excited for the potential with Greymane's reworked (again) marked for the kill - 35% of max health (potentially to all 5 heroes) is a huge amount of damage.
it is 35% of current health.
Still, that's a pretty strong initiate - if you get multiple heroes at 20 with that before a fight starts, you're chunking literally thousands of hitpoints away before the fight even begins. Get that on their tanks + a hard engage and you're at a sizeable advantage.
yeah it's strong, it is interesting that it serves the exact opposite functionality of the other skill (which is supposed to finish off someone who is low)
On February 07 2017 14:26 Larkin wrote: Not looking forward to everyone picking Murky again, to be honest... the Thrall animation 'fix' is actually a significant buff, and I'm excited for the potential with Greymane's reworked (again) marked for the kill - 35% of max health (potentially to all 5 heroes) is a huge amount of damage.
it is 35% of current health.
Still, that's a pretty strong initiate - if you get multiple heroes at 20 with that before a fight starts, you're chunking literally thousands of hitpoints away before the fight even begins. Get that on their tanks + a hard engage and you're at a sizeable advantage.
yeah it's strong, it is interesting that it serves the exact opposite functionality of the other skill (which is supposed to finish off someone who is low)
Blizz had said they wanted to go down this direction with him for some time - giving Grey options as both a fight forcer and a fight finisher. I hope we'll see a cocktail/marked for the kill build and a worgen/go for the throat build being equally viable for him in the future.
yeah fake eggs and real egg together can block tiny chokes, the vision egg hunt provides is nice too. Varyan is now the slayer of big Murky, and every other shield comps. Oh and there is an upcoming only play Warcraft heroes event for heroes, so Lucio is more on the sideline, while the new hero release is Murky.
And he can heal for 50% with Rejuvinating Bubble on top of it all. It won't heal for the shield bonus but with 3300 health at lvl 20 that's a 1650 heal granted during complete immunity every 14 seconds.
On February 08 2017 05:24 Thezzy wrote: And he can heal for 50% with Rejuvinating Bubble on top of it all. It won't heal for the shield bonus but with 3300 health at lvl 20 that's a 1650 heal granted during complete immunity every 14 seconds.
I mean that's what I like about level 13 talents, all three of them are perfectly viable. Just depends if you are playing against a lot of AA heroes and go for Fish Tank, against burst damage and go for shield, or against sustain damage and go for Rejuvenating Bubble.
At level 20 when you have ~3300 HP, fighting AA damage dealers becomes absolutely horrifying for them as they are permanently doing just 25% damage to you as long as you are hitting heroes. I am pretty sure that Greymane/Butcher/Illidan/Zul'Jin/Thrall will lose 1v1 against you at level 20 with Big Tuna and Fish Tank talents, your base regen is like 60 hp/sec at level 20 anyway lol.
I would love an Uther rework, he seems to be getting pushed to side with ever new support that comes out, I don't want him to be the best but at least viable again as a front line support.
On February 08 2017 18:06 Ej_ wrote: what's up with you people? Leoric is more than fine atm
and gazlowe needs to perma fuck off tbh
Agreed about both. Leoric maybe needs buffs on some of the talents that are less popular and maybe buff to his Skeletal Swing that is quite pathetic right now, otherwise he always had a lot of options.
Gazlowe is hero that can be deleted from the game for all I care. So many games I am seeing Gazlowes that literally suicides into the keep to kill it, just keeps planting turrets and attacking and doesn't even move when 3 people come to defend, nah mate, he is going to get that keep.
On February 08 2017 18:06 Ej_ wrote: what's up with you people? Leoric is more than fine atm
and gazlowe needs to perma fuck off tbh
Agreed about both. Leoric maybe needs buffs on some of the talents that are less popular and maybe buff to his Skeletal Swing that is quite pathetic right now, otherwise he always had a lot of options.
Gazlowe is hero that can be deleted from the game for all I care. So many games I am seeing Gazlowes that literally suicides into the keep to kill it, just keeps planting turrets and attacking and doesn't even move when 3 people come to defend, nah mate, he is going to get that keep.
Yesterday in TL, I got with a duo who were obviously beginners. On Infernal Shrines, KT went just south east of their door, there's an open way and a turret (just south of top fort). He sat in front of that turret, right out of its range, and flamestriked. Then waited CD while not moving. He did so maybe 6 or 7 times until the opponents came to kill him (he didn't even took half of that turret's life). I was in the lane right next to him but I figured if I saved him he'd do it again. All this time I was pinging him to back, but he was on Gazlowe mode. I was seing Gazlowe this whole time. TL is so great. (we won easily though because the opponents were as bad)
Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
So your position is "no overwatch heroes because other IP has been around for so long"?
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
So your position is "no overwatch heroes because other IP has been around for so long"?
Eh I mean yea pretty much, not because they have been here for longer, more so because they are just straight up cooler haha comparing the other 2 Prime Evils to Lucio just seems, idk lame?
Lol the REAL point is that he brings good gameplay to HOTS I'm just complaining at least now there will be a good peel option for supports respect to Blizzard for making well designed heroes.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
He's Brazillian, no?
But tbh more supports and main tanks should be priority #1 for hero releases to spice up the 'Malf or Rehgar/ETC or Diablo' meta that exists at the moment. Stukov seems likely to be the next release and I'll imagine he's going to be a specialist...
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
People care about Alexei Stukov?
Well there was a "find Valeera" picture posted on official heroes of the storm twitter page that consisted of large amount of heroes and infested eggs thrown all around them. People figured out that it was an easter egg that suggested Stukov being added to the game as next hero and they were all pretty hyped about it, and then they got disappointed when they heard that Lucio is going to be next.
When you think about it, Infested Stukov can be a really nice hero, specialist I guess, so I am looking forward to his playstyle, abilities and infestation that he brings(if we get him anytime soon that is).
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
People care about Alexei Stukov?
Yeeea you're right fuck him, I'm just butt hurt that theres no Dragoon Fenix T__T
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
People care about Alexei Stukov?
Yeeea you're right fuck him, I'm just butt hurt that theres no Dragoon Fenix T__T
That I'll cosign . I think Fenix has been the most requested hero in the game actually, but now I'm worried they'll just put in Talandar.
I'd actually like him if he had a death trait that made him switch between Zealot and Dragoon, kinda like Greymane, so you could talent him to either be 'deathless', being stronger as a Zealot but weak as a Dragoon, or talent the Dragoon so that he'd turn around losing fights.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
People care about Alexei Stukov?
Well there was a "find Valeera" picture posted on official heroes of the storm twitter page that consisted of large amount of heroes and infested eggs thrown all around them. People figured out that it was an easter egg that suggested Stukov being added to the game as next hero and they were all pretty hyped about it, and then they got disappointed when they heard that Lucio is going to be next.
When you think about it, Infested Stukov can be a really nice hero, specialist I guess, so I am looking forward to his playstyle, abilities and infestation that he brings(if we get him anytime soon that is).
Yeah, I don't have any issues with him, he's just not one of the StarCraft heroes I'd be most excited about. Granted, I may be the only person in the world who really, really wants to see Aldaris in the game, but there's still some big names like Fenix, Arcturus Mengsk, the Overmind or Samir Duran out there.
Yeeea you're right fuck him, I'm just butt hurt that theres no Dragoon Fenix T__T
That I'll cosign . I think Fenix has been the most requested hero in the game actually, but now I'm worried they'll just put in Talandar.
I'd actually like him if he had a death trait that made him switch between Zealot and Dragoon, kinda like Greymane, so you could talent him to either be 'deathless', being stronger as a Zealot but weak as a Dragoon, or talent the Dragoon so that he'd turn around losing fights
What about giving him a double life trait, respawning as a dragoon (after some protoss beam/warp animation) when dying as a zealot?
Should make some cool decicions where not killing him off could benefit the team. The talents could buff just one of the forms, so suiciding into dragoon form could be a viable strategy.
Would also fit very well lore-wise, and qualify for the multi-class tag (warrior/ranged assasin)
Yeeea you're right fuck him, I'm just butt hurt that theres no Dragoon Fenix T__T
That I'll cosign . I think Fenix has been the most requested hero in the game actually, but now I'm worried they'll just put in Talandar.
I'd actually like him if he had a death trait that made him switch between Zealot and Dragoon, kinda like Greymane, so you could talent him to either be 'deathless', being stronger as a Zealot but weak as a Dragoon, or talent the Dragoon so that he'd turn around losing fights
What about giving him a double life trait, respawning as a dragoon (after some protoss beam/warp animation) when dying as a zealot?
Should make some cool decicions where not killing him off could benefit the team. The talents could buff just one of the forms, so suiciding into dragoon form could be a viable strategy.
Would also fit very well lore-wise, and qualify for the multi-class tag (warrior/ranged assasin)
Would be hard to balance and make viable but if possible i would instantly buy him. I loved him in SC/BW and love the idea of multi class / class change after death and respawn!
Yeeea you're right fuck him, I'm just butt hurt that theres no Dragoon Fenix T__T
That I'll cosign . I think Fenix has been the most requested hero in the game actually, but now I'm worried they'll just put in Talandar.
I'd actually like him if he had a death trait that made him switch between Zealot and Dragoon, kinda like Greymane, so you could talent him to either be 'deathless', being stronger as a Zealot but weak as a Dragoon, or talent the Dragoon so that he'd turn around losing fights
What about giving him a double life trait, respawning as a dragoon (after some protoss beam/warp animation) when dying as a zealot?
Should make some cool decicions where not killing him off could benefit the team. The talents could buff just one of the forms, so suiciding into dragoon form could be a viable strategy.
Would also fit very well lore-wise, and qualify for the multi-class tag (warrior/ranged assasin)
Sure, but I imagine you'd need to compensate by extending his death timer, since he basically gets two lives. Something like Gul'dan's Dark Bargain.
Or design him sort of like Diablo, where if you gain enough stacks, you instantly respawn as a Dragoon. Die again and come back as zealot with a normal death timer until you rebuild your stacks.
On February 11 2017 18:38 Ctesias wrote: I've never played Overwatch and don't know anything about Lucio except what they've shown in Hots-related videos.
I am still very excited for this guy. Looks like a lot of fun to play.
Yeah, I think that his design is on point, quite unique and still very true to the Overwatch(just like Valeera feels very much like Rogue from WoW). I am looking forward to him being played at top level, it feels like that he enables a lot of immobile heroes and have great potential for juking/outplaying opponents with his Wall Ride.
HOTS definitely needs more supports like this, that have high skill cap and aren't just heal bots.
Lucio will be super chill like in Overwatch though, so perfect shotcaller and watch the map hero. While being mechanically really easy. Pretty much a BW and Lili Hybrid heh. His Voicelines feel a bit lower quality, then in Overwatch for some reason o.o.
Just realized that with Valeera's addition you could troll QM going Nova, Zeratul, Samuro, Valeera and Abathur. Effectively everything in the field is cloaked. Whether it's effective though...
On February 14 2017 02:09 Thezzy wrote: Just realized that with Valeera's addition you could troll QM going Nova, Zeratul, Samuro, Valeera and Abathur. Effectively everything in the field is cloaked. Whether it's effective though...
Butcher's Brand (W) Casting animation has been sped up by roughly 33%. This should reduce instances of canceling this ability by rapidly issuing other commands.
Killing an enemy Minion with Pufferfish grants 1 stack of Bribe. Use 5 Bribe stacks to capture a single Mercenary. Maximum of 20 stacks
Stacks required to gain a charge of Bribe increased from 5 to 7
Maximum charge count increased from 20 to 30
New Talent: Slime Time (Q) This damage does not scale with level. New Talent: Time to Krill (Passive)
Basic Attacks against Heroes deal an additional 8 damage per second and Slow the target’s Movement Speed by 10% for 5 seconds. This effect can stack up to 5 times
Psionic Storm (W) Ramp to maximum damage reduced from 8 to 5 stacks Archon (R) Basic Attack slow reduced from 40 to 30% Force Wall (R) Cooldown reduced from 12 to 10 seconds Mana cost reduced from 35 to 30 Duration of Force Wall reduced from 2.5 to 2 seconds
Talents
Level 1 Templar’s Will (Passive) Mana returned from attacking Heroes increased from 4 to 8 per second New Functionality: Reward for first quest unlock changed from +1 Basic Attack range to +150% Distortion Beam damage. Level 4 Khala’s Light (Q) Armor on expiration reduced from 25 to 15 Level 7 Resonation (W) Slow amount increased from 40 to 50% Level 13 Nullification (Active) Duration increased from 3 to 4 seconds Level 16 Psionic Echo (W) Window between casts increased from 1.5 to 2 seconds Level 20 Twilight Archon (R) The cooldown for Archon will no longer tick down while the Archon effect is active Force Barrier (R) Cooldown reduction on Force Wall reduced from 6 to 5 seconds
Level 1 Flare (Active) Cooldown reduced from 30 to 25 seconds Level 4 Hungry Bear (Passive) Heal amount increased from 4 to 4.5% of Misha’s Maximum Health Level 7 Aspect of the Beast (W) Cooldown reduction decreased from 1.5 to 1.25 seconds Level 13 Aspect of the Hawk (Q) Duration is now refreshed if Rexxar hits an enemy Hero with Spirit Swoop while the Aspect of the Hawk effect is active Rexxar attack speed bonus increased from 100 to 125% Misha Bonus attack duration increased from .5 to .75 seconds
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
1. Were you just as dismissive with Tracer and Zarya? 2. Just because you don't play Overwatch doesn't mean Blizzard shouldn't include heroes from that game. It's really popular, and Lucio has been a popular character in that game. 3. The irony that you "care" about Mephisto and Baal, yet can't spell them correctly. 4. Lucio looks like an awesome and useful character.
Tassadar changes seem really strong, although the 20 upgrade got nerfed hard (Had a game where I had Archon running for 3 minutes, the refresh saved my life when a Zeratul jumped me and I got another shield and an E refresh, and when I finally ran out of stuff and retreated I only had ~40s of CD left). Also stealth nerf to baseline Archon with the CD not starting until the end of the duration, increasing the effective CD from 100s to 110.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
1. Were you just as dismissive with Tracer and Zarya? 2. Just because you don't play Overwatch doesn't mean Blizzard shouldn't include heroes from that game. It's really popular, and Lucio has been a popular character in that game. 3. The irony that you "care" about Mephisto and Baal, yet can't spell them correctly. 4. Lucio looks like an awesome and useful character.
I can understand the feeling, I myself never understood why people wanted malthael ? so badly. But I know its personal preference . Can't wait for Rein and Ana, so I can play Overwatch in HotS.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
1. Were you just as dismissive with Tracer and Zarya? 2. Just because you don't play Overwatch doesn't mean Blizzard shouldn't include heroes from that game. It's really popular, and Lucio has been a popular character in that game. 3. The irony that you "care" about Mephisto and Baal, yet can't spell them correctly. 4. Lucio looks like an awesome and useful character.
I can understand the feeling, I myself never understood why people wanted malthael ? so badly. But I know its personal preference . Can't wait for Rein and Ana, so I can play Overwatch in HotS.
Those would be really cool additions imo, especially if Reinhardt could have his big, wide, portable shield that he could wield rather than just adding a bubble shield to someone else like Zarya does.
On February 10 2017 06:35 jpg06051992 wrote: Lol, steam punk Rasta man on futuristic roller skates wielding a microphone weapon, and here I thought that Mephesto, Bhaal, Fenix or Stukov would have been the next additions to this game because people actually, I don't know, care about those characters?
As long as his abilities bring something good to the game it's fine but in my opinion there was still a strong handful of actual nostalgic characters who would have been way better additions.
1. Were you just as dismissive with Tracer and Zarya? 2. Just because you don't play Overwatch doesn't mean Blizzard shouldn't include heroes from that game. It's really popular, and Lucio has been a popular character in that game. 3. The irony that you "care" about Mephisto and Baal, yet can't spell them correctly. 4. Lucio looks like an awesome and useful character.
1. Yes I was 2 So? It's not the one that I wanted so I don't really care, nor do I actually care that I didnt get what I want I didn't know halfheartedly complaining = Pro asshole treatment from sarcastic nerds on forums 3. Uhh yeeeaa your a dick..Thanks for the extreme snark and the unwarranted grammar lesson on "how to spell the name of fictional characters from video games." Maybe read my other comments where I'm admitting to just complaining because they didn't put the hero in that I wanted? lol 4. Yea, that's pretty much exactly what I said, thanks again bro.
Eh I mean yea pretty much, not because they have been here for longer, more so because they are just straight up cooler haha comparing the other 2 Prime Evils to Lucio just seems, idk lame?
Lol the REAL point is that he brings good gameplay to HOTS I'm just complaining at least now there will be a good peel option for supports respect to Blizzard for making well designed heroes.
Got done spamming Luigi in HL and determined that at least in a HL setting hes a top tier pick. I've been running reverse amp for the extra second of healing and the OP slow. The extra second of healing/speed is constant value vs the shield, and then you get the strong active.
I keep seeing everyone say he's just padding his numbers and it's because of his passive AoE healing and his numbers aren't that great and his burst healing isn't that great, but it's the exact fucking opposite.
Let's assume we went reverse amp and have 4 seconds on E.
At level 13 you'll heal 880 over 4 seconds. For comparison, although instant, Monk's AoE heal is 482 this level. It has a 15 second CD and you have to toggle between speed/healing, but you can easily leave healing on the full duration when needed. Now, this is where his numbers get fucking retarded and I have no idea how you guys don't see that it's more than him just padding his stats.
At level 16 you'll heal 988 over 4 seconds, and assuming you've taken the 3 percent healing talent (which you should), you'll heal a total of 988 + 12 percent hp in a giant area. Then comes his level 20. I truly believe this to be the most broken level 20 in the game right now.
At level 20 you'll heal 1156 over 4 seconds + 12 percent max health. But suddenly you got this awesome talent called Bonus Track which basically doubles this (I know there's a slight delay switching back and forth), but you'll be doing 2312 + 24 percent health~ over 8 seconds. This is a 15 second CD, there is a 7 second down time.
On top of these redickulus numbers, he does have the passive sustain healing (more like regen, but hey its free), movement speed, and a 60 percent MS buff. His utility is through the roof. Cleanse isn't even needed in most scenarios. If the enemy team can't 100-0 a teammate during the stun time you'll save them more times than a NA cleanse would. You'll have them run at double mount speed, and then you have the option to slow the enemy by 45 percent too. You usually turn the speed boost on for 1-2 seconds, then switch over and give then healing for 2-3 seconds.
Basically, no, he's not padding his stats. No, his healing isn't bad and isn't slow. If you begin to outdamage the healing you switch to speed boost for a quick second to create space between you and the danger, then use the remaining duration on the heal. Also, although I didn't emphasize it, the MS is probably the most broken part of the kit. Being able to constantly switch between positioning and healing over 4 seconds is crazy.
Level 16 healing: (double this in your brain at level 20).
More healing/using MS instead of heal 2 pce:
Using MS Boost + Reverse + Knockback to catch people:
A bit of everything:
Level 20 speed shenanigans:
Level 20 healing/speed/lightsywatch
Big D tip: Your E is 15 second CD and needs to be used correctly. You also need to rapdily switch between speed and heal. Sometimes it's better to switch to sonic speed for 1-2 seconds, even when your teammates are missing health, to get them out of the enemies threat zone (you ended up healing them more with movement speed than healing since you prevented the damage altogether). You'll steal have the last 2 seconds or so to burst heal the team, then you have the sustain regen. As long as your teammates didn't die you'll heal them back to full pretty quickly.
So, just met Murky for the first time since the rework... And against Auto Attackers he's pretty much immune to dmg, isn't he? I was playing Artanis, trying to deal with him, he just took no dmg past lvl 13 (I guess?). I mean, we still won, but I'm just imagining what's happening once he reaches lvl 20 and his health is doubled.
Just meele Autoattackers. And if his health is doubled at 20, one side already lost and the Murky just wants a big model. No passing up on OP slime talent, unless the map has chokey objectives.
On February 17 2017 06:46 Swisslink wrote: So, just met Murky for the first time since the rework... And against Auto Attackers he's pretty much immune to dmg, isn't he? I was playing Artanis, trying to deal with him, he just took no dmg past lvl 13 (I guess?). I mean, we still won, but I'm just imagining what's happening once he reaches lvl 20 and his health is doubled.
I've been playing rag in QM the last couple days and I haven't noticed any issues against him. one Q almost one shots him.
On February 17 2017 06:46 Swisslink wrote: So, just met Murky for the first time since the rework... And against Auto Attackers he's pretty much immune to dmg, isn't he? I was playing Artanis, trying to deal with him, he just took no dmg past lvl 13 (I guess?). I mean, we still won, but I'm just imagining what's happening once he reaches lvl 20 and his health is doubled.
I've been playing rag in QM the last couple days and I haven't noticed any issues against him. one Q almost one shots him.
Pretty sure Rag Q doesn't count as an auto-attack.
Lvl 13: Fish Tank
Basic Attacks against Heroes grants Murky 75 Physical Armor against Heroes for 2 seconds.
When the talent is good (lots of AA, lots of melee heroes to AA), Murky becomes the tankiest thing imaginable. Had a match w/ a malph support vs Lucio, Artanis, Muradin, Kharazim, Kerrigan. I could not be killed.
Balance doesnt care for QM or dumb drafts. Weird though Lucio should just run circles around you till you are dead, and Muradin/Kerrigan can each combo you down, since there is just one bubble. But yah to many people think facetanking is viable in heroes.
On February 18 2017 05:52 FeyFey wrote: Balance doesnt care for QM or dumb drafts. Weird though Lucio should just run circles around you till you are dead, and Muradin/Kerrigan can each combo you down, since there is just one bubble. But yah to many people think facetanking is viable in heroes.
QM, and yea i was useless until both teams started grouping up and 5v5'ing. Neither Muradin or Kerrigan tried to burst me down (and I think wasting real CDs on murky still feels bad).
Not a statement on balance. It was just really amusing.
(I actually feel kinda crazy, since I think the changes actually may have made murky worse. Removal of bubble machine + increased respawn time from egg feels bad.)
Not sure they'll do fast nerfs on Murky. He got weaker in lane, but better in team fights. Its really hard to lose health with a Lucio around if you are Zuljin perma berserk. And Lucio snuggled me because of his quest.
On February 20 2017 05:47 karazax wrote: Murky takes way too many resources to kill relative to what he gains you when you do it. I don't really consider him weaker in lane at all.
I agree that trying to kill murky may not be worth it - but just by killing the pufferfish you relieve basically all the pressure Murky has on lane. Killing the pufferfish is more important than killing murky. And his pufferfish is easier to kill now.
People are also harping on his buffs, when he also got nerfed in key areas. 60% increase in the Egg Respawn time tones down his teamfight pressure, plus removal of bubble machine (I'm unsure whether or not all his survivability buffs outweigh the loss of survivability from bubble machine).
I'm assuming nerfs will be coming, but are probably gonna be smaller than you think. Nerf to just Fishy Deal is likely enough to make him less of a terror in Bronze league, and that might be enough for the next patch.
I find Murky very underwhelming in fact. I used to play him a lot, and I cannot win a single QM / UD game with him. And if I play vs Murky in ranked I usually win. I understand I'm not exactly playing at pro level (high plat / low dia) but he feels you just rely too much on your team. With Varian I have no trouble carrying. With Murky it feels I have 0 way of winning if my team's bad.
I absolutely agree that focusing on the pufferfish- which shouldn't be hard to do- completely gets rid of Murky's laning potential *and* neutralizes his potentially amazing bribe level 1 talent. I've been playing as Murky for fun over the past few days, and the teams who send 1 or more people to chase me around are wasting their time and resources, whereas just taking a generally good laner to kill every pufferfish + slowly clear waves/ push lane easily dominates and forces me to rotate lanes. If my opponents regularly ignore my pufferfish/ don't know how to play against Murky, then I'm generally winning the lane *and* taking 10 bribed camps over the course of the game for free.
On February 20 2017 21:40 DarkPlasmaBall wrote: I absolutely agree that focusing on the pufferfish- which shouldn't be hard to do- completely gets rid of Murky's laning potential *and* neutralizes his potentially amazing bribe level 1 talent. I've been playing as Murky for fun over the past few days, and the teams who send 1 or more people to chase me around are wasting their time and resources, whereas just taking a generally good laner to kill every pufferfish + slowly clear waves/ push lane easily dominates and forces me to rotate lanes. If my opponents regularly ignore my pufferfish/ don't know how to play against Murky, then I'm generally winning the lane *and* taking 10 bribed camps over the course of the game for free.
I actually think that bribe talent is quite useless against competent opponent as he just won't let you get kills with Pufferfish, but I also think that majority of Murky players also think that a lot of his power comes from Pufferfish which is wrong, it comes from Slime and getting Slime talents at level 4 and 7 seems mandatory to me(Murky is my second most played hero). People also don't seem to understand the importance of finishing level 4 Slime quest talent as soon as possible, you should be focusing on that while pushing the lane and after the first half of the quest is done you don't even need Puffer anymore.
He is still mediocre in the early game(got HP buff but Puffer is easier to kill) but after level 13 he gets really hard to kill and after level 16 he becomes a monster. At level 20 he is just too good and you can hardly lose unless you are way behind the enemy team.
He is definitely too good right now and will probably get nerfed. His damage is way too good and you shouldn't be able to kill people that easily after level 16 while also having good survivability and respawn time of 8 seconds. He is #1 on hotslogs for a reason.
Slime build lets you use pufferfish to bait heroes into range to slime them, or get free puffer value if they don't. Pre-13, Murky isn't that bad to deal with, but post 13 he is hard to kill and is starting to do significant damage. There are lots of bad/inexperienced Murky players that make the hero look less effective than he can be. Most pro streamers I have watched seem to consider Murky OP at the moment. Rejuv bubble with Big Tuna is insanely difficult to kill, or fish tank with Making Inky. Of course being OP doesn't mean unbeatable.
You can kill his fish with abilities now which makes Murky a joke in lane. Although his 35% slow if he finishes quest is super annoying and march is a bit better. If you let Murky lane alone then it can get out of control but that was how he worked before the rework too, he's simply an even worse laner than before and if you play properly vs him then you should be ahead in levels so his late game won't be able to kick in anyway.
aww i found murky first bans funny. Usually gave draft wins to the non murky banning team. He owns quicklplay, so thats probably his doom. Quicklplay the reason why heroes with high situational awarness needs will never be strong. (unless they are super hard to play)
On February 22 2017 22:50 FeyFey wrote: aww i found murky first bans funny. Usually gave draft wins to the non murky banning team. He owns quicklplay, so thats probably his doom. Quicklplay the reason why heroes with high situational awarness needs will never be strong. (unless they are super hard to play)
he's also sitting at >57% WR on HotsLogs with >50% popularity, this is Li-ming/Rehgar levels of imbalance
Oh wow didnt expected that, considering my experience. Then again I read changelogs and adapt to something that translates into "destroys anythings that has to go into melee range". Especially when its a hero everyone will want to play. And pick heroes that can speed up teammates to not get slimed xD.
In my experience, Lúcio both lightly counters Murky and synergizes with him (Lúcio synergizes with anyone, really). Both feel pretty imba right now, and I'd worry that if only one of them were nerfed the other would rise even higher.
Quick Match is a wild place these days, since both teams can have both heroes!
Also, hes still a healer, normally I get 5 assassin/specialists with the occasional random tank/bruiser/support thrown in when playing QM, so 3/20 sounds alot
11 of 20 were support games. 3 enemy Lucio and one on my side. I can't remember exactly but I hink Auriel was way more prominent but maybe its just my low sample size. He has a little over 30% popularity in QM on hotslogs. I have no idea what oher heroes got around release.
He's a support, he is 100 times funnier to play in Overwatch, there is an event that wants you to play warcraft heroes. Murky change. Lots of highly wanted Warcraft/Assassins before, where people dropped 15k gold on. So alot of reasons to not get Lucio for 15k. His unique movement might also be a reason why people only play him a few games.
And you don't want to play low damage supports in QM, because of the high double support+ tanks chance.
Starting to enjoy Valeera \o/ . She got alot of talent diversity though, so gotta play her alot before she is hit by the rework bat, that will add 1 always works talent to every level. And she does pretty good vs Murky, so a save Melee choice for Quickplay currently. (Especially if you like playing Solo Tank Valeera )
Playing Samuro for the first time, and wow. It's like other heroes make big plays where they can feel badass for that one play, but Samuro is just badass all the time.
the new carbot animation is funny, I feel for anyone who has that chromie on your team. I had one today in the brawl. Game afterwards I got Lili though so I was running around holding Q and no one died.
Overkill (Q) Cooldown decreased from 15 to 13 seconds Mana Cost reduced from 75 to 65 Commandeer Odin (R) Attack range increased from 8.8 to 9
Talents
Level 1 Press the Advantage (E) Range increase reduced from 1.9 to 1.5 Duration reduced from 4 to 3 seconds Level 13 That’s the Stuff! (Trait) New functionality: Minigun heals Tychus for 100% of the bonus damage done to Heroes after the ability ends. This will show a Heal preview during Minigun's duration that will heal Tychus as soon as the ability goes on cooldown. Neosteel Coating (Active) Increased Spell Armor from 50 to 75
Developer Comments: Tychus has proven to be just as good at Assassin-busting as he is at Tank-busting, which was never our intention. This has made drafting him a good choice against just about any enemy team composition, which has led him to be one of the highest contested Heroes in HGC. We would like to see him gain the most value from sticking to front-line targets so we are lowering his Basic Attack range to limit his options while allowing other ranged Heroes to trade a bit more favorably against him.
Abilities Charge (E) Cooldown reduced from 14 to 12 seconds Colossus Smash (R) Damage bonus increased from 75 to 100% Twin Blades of Fury (R) Basic Attack damage penalty reduced from 25 to 20%
Talents
Level 4 Warbringer (E) Now increases Charge's slow from 75% to 85%, instead of adding a stun Level 13 Juggernaut (E) Damage reduced from 6% to 5% of the target's maximum Health.
Developer Comments: The frequency and power of a ranged point click stun was too powerful from Warbringer. While it may have been “balanced” in terms of winrate, its potency wasn’t healthy or fun for opponents. It didn’t offer many options for opponents that were stunned and then Taunted for over 2 seconds, greatly increasing the reliability of other abilities (like Sulfuras Smash). By making Warbringer a massive slow instead of a stun, it allows enemies to use abilities to defend themselves (or forces a Varian to use Taunt early, greatly reducing the duration of his opening crowd control). We’ve shifted more of the power of Warbringer over into the mobility aspect to compensate (since Warbringer makes Charge a 6 second cooldown now). The other part of these changes is providing some buffs to the Assassin focused Heroics to bring them up to par with Taunt, so that Varian can frequently opt into any of the Heroic choices to really fulfill the multi-class Hero fantasy that makes him unique.
Murky Base Maximum Health reduced from 761 to 730 Base Health Regeneration reduced from 30.43 to 29.20
Abilities
Slime (Q) Slow duration reduced from 8 to 6 seconds Slime slow amount reduced from 25 to 20% March of the Murlocs (R) Cooldown increased from 80 to 110 seconds
Talents
Level 1 Fishy Deal (Active) Number of Bribe stacks needed to bribe a Mercenary increased from 7 to 8 Maximum stacks increased from 30 to 32 Egg Hunt (Trait) Vision range of Fake Eggs reduced by 1 Level 4 Slime Time (Q) Slow reduced from 35 to 30% Level 7 Slippery When Wet (E) Movement Speed bonus increased from 35 to 40% Time to Krill (Passive) Slow reduced from 8 to 7% Level 13 Rejuvenating Bubble (E) Healing reduced from 50 to 40% of maximum Health
Developer Comments: Murky slimed his way back to the top of the Nexus, and we’re all still cleaning the gunk out of our shoes as a result. His release pushed him much further than intended, so we’re targeting a series of nerfs at some of the frustrating aspects of the Hero. Overall, his effectiveness will be less reliable, and his ability to slow and zone opponents will be less powerful. Nerrrrfgggle Mrrggl.
Entangling Roots (E) Root duration reduced from 1.5 to 1.25 seconds Twilight Dream (R) Mana regen reduced from 1.5 to 1.25
Talents
Level 16
Tenacious Roots (E) Root duration bonus decreased from .5 to .25 seconds
Developer Comments: Malfurion has seen a lot of play at all levels to the point that he is crowding out other Support heroes. While we like his established place in the Nexus, his Entangling Roots is much stronger for its consistency relative to the CC that other heroes in the game provide, particularly when he takes the Tenacious Roots talent. We’re also happy to see that Twilight Dream is so highly valued considering it’s against a strong Healing heroic, but wanted to lower some of the hidden power that it provides in its Mana regeneration to make the decision of which Heroic to take a little more thoughtful.
Level 1 Khaydarin Resonance (Q) New functionality: Quest: Regeneration Globes grant an additional 50% Mana. Reward(1): After collecting 15 Globes, increase the value of Plasma Shield by 15%. Reward(2): After collecting 30 Globes, increase the duration of Plasma Shield by 100%.
Developer Comments: One of our major goals with Hero reworks is attempting to keep as many of the current builds and playstyles that exist for a Hero, trim out older or unhealthy ones, and hopefully open doors for new ones to emerge. When shifting the old Khala’s Embrace to a questing talent (Khaydarin Resonance), we had hoped to lock the immense power that it brought behind a barrier that was difficult to overcome on a lot of maps. In theory, this would make it feel rewarding to take on certain maps, but rarely the most powerful choice. Instead, we found that locking this kind of potential behind an extremely difficult Globe-collecting talent made for a more frustrating experience than a fun one. When taking a step back and considering our options, we felt it best to remove the permanent shielding capabilities and replace it with a less-powerful questing talent.
Now has a visual indicator for Misha’s leash range. Can now issue Misha commands outside of her leash range. Misha will run to the edge of her range and leash if she attempts to go beyond.
Overkill (Q) Cooldown decreased from 15 to 13 seconds Mana Cost reduced from 75 to 65 Commandeer Odin (R) Attack range increased from 8.8 to 9
Talents
Level 1 Press the Advantage (E) Range increase reduced from 1.9 to 1.5 Duration reduced from 4 to 3 seconds Level 13 That’s the Stuff! (Trait) New functionality: Minigun heals Tychus for 100% of the bonus damage done to Heroes after the ability ends. This will show a Heal preview during Minigun's duration that will heal Tychus as soon as the ability goes on cooldown. Neosteel Coating (Active) Increased Spell Armor from 50 to 75
Developer Comments: Tychus has proven to be just as good at Assassin-busting as he is at Tank-busting, which was never our intention. This has made drafting him a good choice against just about any enemy team composition, which has led him to be one of the highest contested Heroes in HGC. We would like to see him gain the most value from sticking to front-line targets so we are lowering his Basic Attack range to limit his options while allowing other ranged Heroes to trade a bit more favorably against him.
Abilities Charge (E) Cooldown reduced from 14 to 12 seconds Colossus Smash (R) Damage bonus increased from 75 to 100% Twin Blades of Fury (R) Basic Attack damage penalty reduced from 25 to 20%
Talents
Level 4 Warbringer (E) Now increases Charge's slow from 75% to 85%, instead of adding a stun Level 13 Juggernaut (E) Damage reduced from 6% to 5% of the target's maximum Health.
Developer Comments: The frequency and power of a ranged point click stun was too powerful from Warbringer. While it may have been “balanced” in terms of winrate, its potency wasn’t healthy or fun for opponents. It didn’t offer many options for opponents that were stunned and then Taunted for over 2 seconds, greatly increasing the reliability of other abilities (like Sulfuras Smash). By making Warbringer a massive slow instead of a stun, it allows enemies to use abilities to defend themselves (or forces a Varian to use Taunt early, greatly reducing the duration of his opening crowd control). We’ve shifted more of the power of Warbringer over into the mobility aspect to compensate (since Warbringer makes Charge a 6 second cooldown now). The other part of these changes is providing some buffs to the Assassin focused Heroics to bring them up to par with Taunt, so that Varian can frequently opt into any of the Heroic choices to really fulfill the multi-class Hero fantasy that makes him unique.
Murky Base Maximum Health reduced from 761 to 730 Base Health Regeneration reduced from 30.43 to 29.20
Abilities
Slime (Q) Slow duration reduced from 8 to 6 seconds Slime slow amount reduced from 25 to 20% March of the Murlocs (R) Cooldown increased from 80 to 110 seconds
Talents
Level 1 Fishy Deal (Active) Number of Bribe stacks needed to bribe a Mercenary increased from 7 to 8 Maximum stacks increased from 30 to 32 Egg Hunt (Trait) Vision range of Fake Eggs reduced by 1 Level 4 Slime Time (Q) Slow reduced from 35 to 30% Level 7 Slippery When Wet (E) Movement Speed bonus increased from 35 to 40% Time to Krill (Passive) Slow reduced from 8 to 7% Level 13 Rejuvenating Bubble (E) Healing reduced from 50 to 40% of maximum Health
Developer Comments: Murky slimed his way back to the top of the Nexus, and we’re all still cleaning the gunk out of our shoes as a result. His release pushed him much further than intended, so we’re targeting a series of nerfs at some of the frustrating aspects of the Hero. Overall, his effectiveness will be less reliable, and his ability to slow and zone opponents will be less powerful. Nerrrrfgggle Mrrggl.
Entangling Roots (E) Root duration reduced from 1.5 to 1.25 seconds Twilight Dream (R) Mana regen reduced from 1.5 to 1.25
Talents
Level 16
Tenacious Roots (E) Root duration bonus decreased from .5 to .25 seconds
Developer Comments: Malfurion has seen a lot of play at all levels to the point that he is crowding out other Support heroes. While we like his established place in the Nexus, his Entangling Roots is much stronger for its consistency relative to the CC that other heroes in the game provide, particularly when he takes the Tenacious Roots talent. We’re also happy to see that Twilight Dream is so highly valued considering it’s against a strong Healing heroic, but wanted to lower some of the hidden power that it provides in its Mana regeneration to make the decision of which Heroic to take a little more thoughtful.
Level 1 Khaydarin Resonance (Q) New functionality: Quest: Regeneration Globes grant an additional 50% Mana. Reward(1): After collecting 15 Globes, increase the value of Plasma Shield by 20%. Reward(2): After collecting 30 Globes, increase the duration of Plasma Shield by 100%.
Developer Comments: One of our major goals with Hero reworks is attempting to keep as many of the current builds and playstyles that exist for a Hero, trim out older or unhealthy ones, and hopefully open doors for new ones to emerge. When shifting the old Khala’s Embrace to a questing talent (Khaydarin Resonance), we had hoped to lock the immense power that it brought behind a barrier that was difficult to overcome on a lot of maps. In theory, this would make it feel rewarding to take on certain maps, but rarely the most powerful choice. Instead, we found that locking this kind of potential behind an extremely difficult Globe-collecting talent made for a more frustrating experience than a fun one. When taking a step back and considering our options, we felt it best to remove the permanent shielding capabilities and replace it with a less-powerful questing talent.
Now has a visual indicator for Misha’s leash range. Can now issue Misha commands outside of her leash range. Misha will run to the edge of her range and leash if she attempts to go beyond.
So a massive nerf to Tychus? I haven't seen him that much as an Assassin killer. He has to stand still to do his damage. And now with reduced range and his heal coming only when the trait bonus ends, he'll just get collapsed on a lot more and can die before his modified 13 self-heal can even trigger. If they wanted him to just bust tanks they could've lowered his base damage and upped the trait damage.
Removal of Warbringer stun is a plus, a massive slow is decent enough as it is. I'm a bit scared of Colossus Smash against squishies though. Varian already destroys them hard enough as it is.
Not sure if Tychus will be viable at all any more. Positioning to auto attack the front line at max range puts you in range of every possible tank CC, not to mention the ranged threats.
Varian changes are probably healthy for the game, but he probably drops out of top tier tank level. Now you have no stun pre-10.
While I was delighted to see the Warbringer nerf being as substantial as it was (a point and click stun like that is just silly), I wasn't expecting it. Varian will still have use, but he won't be first pick/ban anymore by any means.
Tychus nerfs were similarly unexpected. He could have done with some tuning down, sure. But that level is huge and will make him all but obsolete imo. Bigger they are/neosteel may be the only way of building him now, and that will only be of use when you have a frontline that can keep theirs occupied and they don't have substantial ranged dps at all - aka hardly ever.
Lucio, Murky and Malf tweaks are good, I think.
But overall an interesting patch since it seems a lot more drastic than usual. I was expecting to see a shorter duration on the Warbringer stun, nerfs to perhaps the range buff to Tychus' E and the minigun self heal - not removing the stun entirely and turning Tychus into a melee hero...
I kinda wish they'd done the whole Taunt status differently, maybe have the targeted hero deal no damage to any target except the Taunter, would have let them to do different things, maybe have a longer effect, something different than being basically a stun. Hell, the only difference with an actual stun is that you're theoretically dealing damage to Varian, but you're really not since he has Parry.
On February 28 2017 14:06 karazax wrote: I think Charge should have been a skill shot for Varian, would also let it work as an escape and then the stun wouldn't be so unavoidable.
Agreed. I imagine Blizz thought it would be too similar to Power Slide in that case.
Just came back to the game from a 2 month break. Valeera seems incredibly fun and VERY strong in QM - but I guess that she wont do as well in HL where the potential for small skirmishes/pick-offs is much smaller?
Valeera plays a bit like Zeratul I think but with a stun and more escape (although no blink). She lacks any direct teamfight ultimate though. Haven't seen her much in pro play so it's possible that the pro's still prefer Zeratul if they want cloaked gank.
On February 28 2017 17:33 Thezzy wrote: Valeera plays a bit like Zeratul I think but with a stun and more escape (although no blink). She lacks any direct teamfight ultimate though. Haven't seen her much in pro play so it's possible that the pro's still prefer Zeratul if they want cloaked gank.
Last I heard she had a 100% winrate in HGC (Might not be the case anymore) but yeah, she isn't picked that often.
HCG stats here can be filtered by region and by patch. For the Valeera patch across all 3 major regions, Valeera had a 67% win rate, but was only picked in 2% of the games (6 total across all 3 regions).
Tychus might have been too popular before, but now I expect him to rarely be played successfully. In comparison Malf got much more reasonable nerfs while having a higher pick rate and win rate.
apparently I've completely forgotten how to play support. (the assassin stat in last 30 days is completely propped up by an 85% winrate with rag over 7 games)
On February 28 2017 14:06 karazax wrote: I think Charge should have been a skill shot for Varian, would also let it work as an escape and then the stun wouldn't be so unavoidable.
Agreed. I imagine Blizz thought it would be too similar to Power Slide in that case.
That's my thoughts on it. A skill shot for Charge, setting aside other balance issues for a moment, would remove a lot of the uniqueness from Varian. ETC and Muradin already have skillshot stuns as tanks. Charge also puts Varian at some risk of mispositioning, the way Butcher's does, and I think that's important for all three of Varian's specs as well. Overpowered survivability of old Warbringer + Taunt aside, I don't think Varian's supposed to have an "escape" outside of his Parry.
Also, it's worth pointing out that making it a skillshot would make it feel very different from the targeted Charge ability that Warriors have in World of Warcraft that Varian's kit is based on. Knowing Blizzard, that nebulous detail of class fantasy is very important to them.
Overkill (Q) Cooldown decreased from 15 to 13 seconds Mana Cost reduced from 75 to 65 Commandeer Odin (R) Attack range increased from 8.8 to 9
Talents
Level 1 Press the Advantage (E) Range increase reduced from 1.9 to 1.5 Duration reduced from 4 to 3 seconds Level 13 That’s the Stuff! (Trait) New functionality: Minigun heals Tychus for 100% of the bonus damage done to Heroes after the ability ends. This will show a Heal preview during Minigun's duration that will heal Tychus as soon as the ability goes on cooldown. Neosteel Coating (Active) Increased Spell Armor from 50 to 75
Developer Comments: Tychus has proven to be just as good at Assassin-busting as he is at Tank-busting, which was never our intention. This has made drafting him a good choice against just about any enemy team composition, which has led him to be one of the highest contested Heroes in HGC. We would like to see him gain the most value from sticking to front-line targets so we are lowering his Basic Attack range to limit his options while allowing other ranged Heroes to trade a bit more favorably against him.
Abilities Charge (E) Cooldown reduced from 14 to 12 seconds Colossus Smash (R) Damage bonus increased from 75 to 100% Twin Blades of Fury (R) Basic Attack damage penalty reduced from 25 to 20%
Talents
Level 4 Warbringer (E) Now increases Charge's slow from 75% to 85%, instead of adding a stun Level 13 Juggernaut (E) Damage reduced from 6% to 5% of the target's maximum Health.
Developer Comments: The frequency and power of a ranged point click stun was too powerful from Warbringer. While it may have been “balanced” in terms of winrate, its potency wasn’t healthy or fun for opponents. It didn’t offer many options for opponents that were stunned and then Taunted for over 2 seconds, greatly increasing the reliability of other abilities (like Sulfuras Smash). By making Warbringer a massive slow instead of a stun, it allows enemies to use abilities to defend themselves (or forces a Varian to use Taunt early, greatly reducing the duration of his opening crowd control). We’ve shifted more of the power of Warbringer over into the mobility aspect to compensate (since Warbringer makes Charge a 6 second cooldown now). The other part of these changes is providing some buffs to the Assassin focused Heroics to bring them up to par with Taunt, so that Varian can frequently opt into any of the Heroic choices to really fulfill the multi-class Hero fantasy that makes him unique.
Murky Base Maximum Health reduced from 761 to 730 Base Health Regeneration reduced from 30.43 to 29.20
Abilities
Slime (Q) Slow duration reduced from 8 to 6 seconds Slime slow amount reduced from 25 to 20% March of the Murlocs (R) Cooldown increased from 80 to 110 seconds
Talents
Level 1 Fishy Deal (Active) Number of Bribe stacks needed to bribe a Mercenary increased from 7 to 8 Maximum stacks increased from 30 to 32 Egg Hunt (Trait) Vision range of Fake Eggs reduced by 1 Level 4 Slime Time (Q) Slow reduced from 35 to 30% Level 7 Slippery When Wet (E) Movement Speed bonus increased from 35 to 40% Time to Krill (Passive) Slow reduced from 8 to 7% Level 13 Rejuvenating Bubble (E) Healing reduced from 50 to 40% of maximum Health
Developer Comments: Murky slimed his way back to the top of the Nexus, and we’re all still cleaning the gunk out of our shoes as a result. His release pushed him much further than intended, so we’re targeting a series of nerfs at some of the frustrating aspects of the Hero. Overall, his effectiveness will be less reliable, and his ability to slow and zone opponents will be less powerful. Nerrrrfgggle Mrrggl.
Entangling Roots (E) Root duration reduced from 1.5 to 1.25 seconds Twilight Dream (R) Mana regen reduced from 1.5 to 1.25
Talents
Level 16
Tenacious Roots (E) Root duration bonus decreased from .5 to .25 seconds
Developer Comments: Malfurion has seen a lot of play at all levels to the point that he is crowding out other Support heroes. While we like his established place in the Nexus, his Entangling Roots is much stronger for its consistency relative to the CC that other heroes in the game provide, particularly when he takes the Tenacious Roots talent. We’re also happy to see that Twilight Dream is so highly valued considering it’s against a strong Healing heroic, but wanted to lower some of the hidden power that it provides in its Mana regeneration to make the decision of which Heroic to take a little more thoughtful.
Level 1 Khaydarin Resonance (Q) New functionality: Quest: Regeneration Globes grant an additional 50% Mana. Reward(1): After collecting 15 Globes, increase the value of Plasma Shield by 20%. Reward(2): After collecting 30 Globes, increase the duration of Plasma Shield by 100%.
Developer Comments: One of our major goals with Hero reworks is attempting to keep as many of the current builds and playstyles that exist for a Hero, trim out older or unhealthy ones, and hopefully open doors for new ones to emerge. When shifting the old Khala’s Embrace to a questing talent (Khaydarin Resonance), we had hoped to lock the immense power that it brought behind a barrier that was difficult to overcome on a lot of maps. In theory, this would make it feel rewarding to take on certain maps, but rarely the most powerful choice. Instead, we found that locking this kind of potential behind an extremely difficult Globe-collecting talent made for a more frustrating experience than a fun one. When taking a step back and considering our options, we felt it best to remove the permanent shielding capabilities and replace it with a less-powerful questing talent.
Now has a visual indicator for Misha’s leash range. Can now issue Misha commands outside of her leash range. Misha will run to the edge of her range and leash if she attempts to go beyond.
So a massive nerf to Tychus? I haven't seen him that much as an Assassin killer. He has to stand still to do his damage. And now with reduced range and his heal coming only when the trait bonus ends, he'll just get collapsed on a lot more and can die before his modified 13 self-heal can even trigger. If they wanted him to just bust tanks they could've lowered his base damage and upped the trait damage.
Removal of Warbringer stun is a plus, a massive slow is decent enough as it is. I'm a bit scared of Colossus Smash against squishies though. Varian already destroys them hard enough as it is.
And no more permanent shields from Tass. Damn.
Another thing is also Tychus now has a total anti synergy between his (In the Rhythm) and his 13 trait talent. The last thing you want is to lengthen the time between when your heal comes though. vs Dive comps by level 20, its possible to have a very possible to have 3-4 additional seconds of up time on your trait, in a competitive game.
Feel like he can still be picked but in last rotation vs specific comps. Though he doesn't have as much build flexibility.
I wonder if ..the new 13 trait talent would have more synergy with the straight cool-down reduction talent at 4. More times you can use your trait the more times you can receive healing from it. Neo Steel coating will probably be the go to in (in the rhythm) builds.