On top of that I expect something like +5-10% HP on structures. Not sure what specifically they are gonna do with mercs.
Blaze Patch General Discussion - Page 2
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Hider
Denmark9236 Posts
On top of that I expect something like +5-10% HP on structures. Not sure what specifically they are gonna do with mercs. | ||
Hider
Denmark9236 Posts
Samuro buffs is nice and somewhat unexpected. I was actually starting to play him again as he didn't feel as nerfed as I initially had thought. Initially I had problems engaging with the stealth change, however by taking his new lvl 1 stealth buff talent it becomes a million times easier to get close to enemy heroes and then you can use Q to engage. It's a slightly different playstyle as he now is more of an anti-squishy whereas he previously functioned well to kill more immobile targets. With new buffs I think he is definitely as strong as the old Samuro and I believe bladestorm benefits more from health buff than illusion. | ||
Hider
Denmark9236 Posts
That talent was almost useless before and I still don't see the purpose. I almost found no cases of where I am moving around stealthed as stealth just doesn't fit into zeratul at all anymore. And on the other hand, the regen globe talent is sooo good. Aside from buffing that talent, they should have given his default stealth a significant buff. 4 seconds is simply way too much given how bad stealth is on him. And they could have done that while nerfing the CD of his new ult from 20 to 25 seconds (to make VP more viable). Hanzo could also be a strong pick in the next patch. Right now, he seems very good if played correctly due to his ability to kill boss in like 10'ish seconds. And with his buffs to his passive he could be one of the stronger ranged carries. | ||
Hider
Denmark9236 Posts
Fortified Bunker (R) Health increased from 1300 to 1305 I don't know. I feel like 1310 would be the perfect value for the HP of the bunker. Probably gonna get buffed next patch before seeing consecutive nerfs back to 1300. Added functionality: For every enemy Hero hit with Moonfire, instantly heal all targets with an active Regrowth for 140 This is actually similar to concepts I want to see for more supports: Skillbased healing. It is somewhat surprising that they are doing this for Malfurion as the skillcap on the hero already is reasonably high. | ||
karazax
United States3737 Posts
Changes from PTR: Battlegrounds + Show Spoiler + Regeneration Globes •Total Health regen over 5 seconds reduced from 11.7% Maximum Health to 9% •Total Mana regen over 5 seconds reduced from 7.8% Maximum Mana to 7% Mercenaries •Hellbats •Defender •Armor Shred amount reduced from 5 to 4% per stack •Base Health reduced from 4275 to 3420 •Laner •Armor Shred amount reduced from 5 to 4% per stack •Base Health reduced from 4700 to 3760 •Health Scaling (Minutes 1-5) reduced from 50 to 40 •Health Scaling (Minutes 6-10) increased from 75 to 110 •Health Scaling (Minutes 11 -15) increased from 100 to 150 •Health Scaling (Minutes 16-20) increased from 125 to 235 •Knights •Defender Mage Knight •Spell Armor Aura amount increased from 15 to 20 •Laner Mage Knight •Spell Armor Aura amount reduced from 30 to 20 •Slime Boss (Warhead Junction) •Laner •Base Health amount reduced from 20000 to 16000 •Scaling (Minutes 1-5) reduced from 630 to 500 •Scaling (Minutes 6-10) increased from 945 to 1050 •Scaling (Minutes 11 -15) increased from 1260 to 1400 •Scaling (Minutes 16-20) increased from 1575 to 2250 •Base Basic Attack damage reduced from 400 to 320 •Scaling (Minutes 1-5) reduced from 10 to 8 •Scaling (Minutes 6-10) increased from 15 to 17 •Scaling (Minutes 11 -15) increased from 20 to 23 •Scaling (Minutes 16-20) increased from 25 to 38 •Base Spit impact damage reduced from 250 to 200 •Scaling (Minutes 6-10) increased from 5 to 6.25% •Scaling (Minutes 11 -15) increased from 6 to 7.25% •Scaling (Minutes 16-20) increased from 6 to 8.25% •Base Spit ‘Damage over Time’ damage reduced from 150 to 120 •Scaling (Minutes 6-10) increased from 5 to 6.25% •Scaling (Minutes 11 -15) increased from 6 to 7.25% •Scaling (Minutes 16-20) increased from 6 to 8.25% •Acid Trail Base damage reduced from 80 to 64 •Scaling (Minutes 6-10) increased from 5 to 6.25% •Scaling (Minutes 11 -15) increased from 6 to 7.25% •Scaling (Minutes 16-20) increased from 6 to 8.25% Forts •Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%. •Fort Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33% Keeps •Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33% •Keep Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33% •Keep Health increased from 16,000 to 17,000 Towers of Doom •Altar respawn time increased from 90 to 110 seconds. Battlefield of Eternity •The initial stage of the first event will always be South vs North (Heaven South, Hell North) •The second stage of the first event will always be East vs West (Heaven East, Hell West) •All subsequent event stages will be randomized •The Minimap will now indicate upcoming Immortal spawn locations 30 seconds after the game begins. •Subsequent Immortal indicators will appear on the Minimap shortly after a previously summoned Immortal has been defeated. •Swap locations will not appear on the Minimap when an Immortal has been reduced to 50% Health. Developer Comment: As expected, our gameplay update for 2018 resulted in large changes to many of our game systems. While we’re overall happy with the direction of the update, there have been some unintended side effects that we’re hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all maps. We’re giving our towers some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and map events. We’re also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we’re reducing their power. We’re also taking a look at the Warhead Junction boss and reducing its early and mid-game pushing power, as right now it is too strong when combined with Nukes from the map event. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that Neutral Regen globes provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We’re also seeing players picking up more Regeneration Globes in general, so this will help to keep the game’s overall sustain in check. These are some hefty changes, and it’s likely that there will be more needed to be done over time as things continue to settle. We’ll be keeping an eye on things, and are prepared to make more updates as they’re needed. Heroes Brawl •Dodge Brawl •Chromie’s Health has been increased from 3 to 5 •Ghost Chromies now display player names overhead •The in-game camera will now lock to Ghost Chromie until a new round begins Ranked Battleground Rotation + Show Spoiler + •Removed •Warhead Junction •Added •Volskaya Foundry Hanzo + Show Spoiler + Abilities •Scatter Arrow (W) •Spread of Scatter Arrows narrowed by 20% •Damage reduced from 93 to 90 •Natural Agility (D) •Cooldown reduced from 25 to 20 seconds •Range increased from 8 to 10 Talents •Level 7 •Shieldbreaker (Q) •Removed •Sharpened Arrowheads (W) •Moved from level 20 •New functionality: •Hitting a Hero with Storm Bow or Basic Attacks reduces their Armor by 5 for 4 seconds, stacking up to 25. •Level 13 •Mounted Archery (Z) •Bonus Movement Speed reduced from 30 to 20% •Level 16 •Giant Slayer (W) •Damage increased from 1.25 to 1.5% of enemy Hero’s Health •Level 20 •(New) Perfect Agility (D) •Gain a second charge of Natural Agility, and reduce the cooldown by 5 seconds Developer Comment: We’re reducing the spread of Scatter Arrows so that they’re more effective when opponents aren’t directly next to a wall, while also reducing the damage slightly to compensate. We’ve increased the range of Natural Agility so that it will jump over a wider variety of terrain. We’ve also removed Shieldbreaker because we found that it required a very specific set of circumstances to be effective, but it was extremely powerful in those rare situations. We’ve moved Sharpened Arrowheads to replace it while changing its functionality to be more consistent in all situations. Nova + Show Spoiler + Abilities •Snipe (Q) •Damage reduced from 245 to 230 •Pinning Shot (W) •Damage reduced from 105 to 100 •Precision Strike (R) •Damage reduced from 456 to 435 •Precision Sniper (Trait) •Damage per stack increased from 5 to 6% Abilities •Level 7 •Perfect Shot (Q) •Cooldown refund for hitting Heroes increased from 2 to 3 seconds •One in the Chamber (Passive) •Damage bonus reduced from 70 to 60% •Level 16 •Lethal Decoy (E) •Clone damage reduced from 40 to 35% Developer Comment: It’s nice to see that the recent changes to Nova have been so widely embraced by players. However, with the addition of some new escape tools and her ability to have multiple clones out at once, we feel like her damage potential against single targets is still a bit too high. Our data is showing that her talent tree is in a very good spot balance wise (besides a couple outliers, which you see here) so we are also lowering her base output and compensating by increasing Precision Sniper’s damage. Samuro + Show Spoiler + Stats •Base Maximum Health increased from 1650 to 1725 •Health Regen increased from 3.4 to 3.6 Abilities •Mirror Image (Q) •Image Health increased from 825 to 862.5 •Image Health Regen increased from 1.7 to 1.8 Talents •Level 4 •Deflection (Trait) •Armor increased from 25 to 30 •Level 7 •Burning Blade (W) •Damage bonus decreased from 65 to 50% •Phantom Pain (W) •Damage bonus increased from 40 to 45% •Crushing Blows (W) •Cooldown reduction increased from 1.5 to 1.75 seconds Developer Comment: Samuro’s rework has put him in a good position regarding his talent pick and win rates, as well as his overall performance. In addition to some talent tuning changes, we decided to slightly increase his Health to compensate for the fact that he now has to put himself into dangerous positions much more often to deal damage. Valeera + Show Spoiler + Abilities •Garrote (E) •Silence duration reduced from 2.75 to 2.5 seconds Talents •Level 1 •Crippling Poison (Active) •Slow reduced from 25 to 20% •Level 4 •Hemorrhage (E) •Damage bonus reduced from 50 to 30% Developer Comment: We’re reducing the duration of Garrote’s Silence slightly so that all openers feel viable, and reducing the damage of Hemorrhage so that Valeera doesn’t have as much damage while also being able to shut down her target. Zeratul + Show Spoiler + Talents •Level 1 •Move Unseen (Trait) •Movement Speed increased from 25 to 30% •Level 4 •Darkness Descends (Active) •Passive Attack Speed bonus increased from 10 to 20% •Level 7 •Warp Skirmisher (1) •Bonus Attack Damage increased from 30 to 40% Developer Comment: Zeratul currently has the lowest win rate out of all of our Stealth characters, so we’re tuning up some of his underperforming talents. He traditionally has been a high performer as players learn to master him, so we will be keeping an eye on him over time to see if he needs any more changes. Blaze + Show Spoiler + Abilities •Fortified Bunker (R) •Health increased from 1300 to 1305 Garrosh + Show Spoiler + Abilities •Groundbreaker (Q) •Slow amount increased from 30 to 35% •Cooldown decreased from 8 to 7 seconds •Mana cost decreased from 35 to 30 •Wrecking Ball (E) •Cooldown decreased from 14 to 12 seconds •Mana cost decreased from 65 to 60 Talents •Level 1 •Warbreaker (Q) •Cooldown reduction decreased from 3 to 2 seconds •Damage increased from 50 to 55 •Unrivaled Strength (E) •Bonus damage reduced from 125 to 75% •Level 7 •Into the Fray (1) •Cooldown increased from 40 to 45 seconds •Level 16 •Earthshaker (E) •Stun duration reduced from .6 to .5 seconds •Mortal Combo (E) •Cooldown reduction decreased from 8 to 7 seconds •Rough Landing (Q) •Slow bonus amount decreased from 20 to 15% Developer Comment: While the changes to Groundbreaker have helped Garrosh feel better to play against, we believe he can use some help with his ability to peel for his team and control the battlefield. We’re also making some tuning changes to his talents to help their pick and win rates. Johanna + Show Spoiler + Abilities •Falling Sword (R) •Johanna can no longer take damage or be targeted while initially casting Falling Sword New Announcer + Show Spoiler + •Tyrael Bug Fixes + Show Spoiler + Nazeebo: Fixed an issue causing Vile Infection to deal bonus damage after choosing certain talents. | ||
Fanatic-Templar
Canada5811 Posts
On January 10 2018 02:37 Hider wrote: I don't know. I feel like 1310 would be the perfect value for the HP of the bunker. Probably gonna get buffed next patch before seeing consecutive nerfs back to 1300. Does it Salvage for 75% of its mana cost? | ||
Thezzy
Netherlands2117 Posts
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Hider
Denmark9236 Posts
On January 09 2018 02:03 alpenrahm wrote: hey, would you mind to elaborate? i have been looking for a detailed draft guide for quite a while but havent really found anything that doesn´t over generalize detailed draft guides doesn't exists because it is honestly too complicated to go through all different scenarios that exists. The best thing you can do is just to look at the "set-up" for each map and figure out what the optimal lane-assignments are for your team and for your opponents team. And if you still get behind in the game despite optimal lane assignemnts and don't have superior scaling, chances are your draft was suboptimal. This is also why GM is the best 1st pick in almost every draft because it will almost never be a "bad choice" as it can cover most of the weakness's in all drafts. It can off-lane. It can play with team, it can solo camps + it has decent wawe-clear + decent dive potential. | ||
karazax
United States3737 Posts
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Ghostcom
Denmark4776 Posts
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Circumstance
United States11403 Posts
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Hider
Denmark9236 Posts
Also, I think more who enjoy melee assasins should actually start playing Samuro atm. He is by far the best burst assasin in the game right now. (well if you count genji then soso). At lvl 16 he can kill any squishy in 4 auto-attacks and he has 2 gap-closers. Currently on a 15-1 streak with him in HL. He will be my way into grandmaster. You honestly don't have to micro the illusions a whole lot in order to outperform a Zeratul (in his role). The illusion master micro is just an extra little bonus. | ||
karazax
United States3737 Posts
We know mecha skins are coming for several heroes, but generally those don't get teaser tweets and they have already been fully revealed in the In Development video. | ||
karazax
United States3737 Posts
Tyrael General Tyrael will now face the target of his Basic Attack after attacking. This is a visual change, and does not directly affect gameplay Passive Spell Armor has been removed Stats Base Maximum Health increased from 2296 to 2468 Health Regeneration increased from 4.78 to 5.14 Abilities
Talents Level 1
Level 4
Level 7
Level 13
Level 16
Level 20
Bug Fixes + Show Spoiler + Heroes, Abilities, and Talents Blaze: Fixed an issue allowing players to cast Flame Stream while dead if they entered a Bunker while dying. Blaze: Fixed an issue that could cause Heroes to enter permanent Stasis if they were killed just as they entered a Bunker. Hanzo & Leoric: Fixed an issue causing Towers to spawn if Leoric was directly impacted by Sonic Arrow. Malfurion & Stitches: Fixed an issue that could cause Heroes to become unplayable if Nature’s Cure was cast while they were affected by Stitches’ Gorge. Malfurion & Zagara: Nature’s Cure can no longer cleanse Heroes of the Devouring Maw effect. Uther: The Well Met talent will no longer affect non-Heroic units. Valeera: The Strangle talent will no longer affect non-Heroic units. | ||
Thezzy
Netherlands2117 Posts
Is there even a potential for an assassin/bruiser build? Purge Evil + Seal of El'druin seems like it could do a lot of damage. And with Divine Vigor you'd heal for 50% of it. The various shielding/smite talents also look quite good for support/utility. | ||
karazax
United States3737 Posts
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karazax
United States3737 Posts
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FeyFey
Germany10114 Posts
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Fanatic-Templar
Canada5811 Posts
On January 17 2018 05:42 FeyFey wrote: hope one day they grab inspiration from eastern anime instead of western cartoons for a skin theme. heh I'm not sure if I get what you mean, but I think they have a line that are inspired by American superhero comics - Super Sonya, Cyberhawk Kael'thas, Eagle Eye Tyrande, Knight Owl Medivh, maybe others? | ||
Zambrah
United States6831 Posts
Tyrael hype! | ||
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