Arthas is unplayable now

Arthas players have been struggling for 10 years straight seen every hero buffed left and right hoping for a rework that puts him from the tier 4 of tanks to atleast a tier 3 and now he is the last tank you wanna pick.

  • Arthas’s talents that gave him diversity: Eternal Hunger - Embrace Death - Frostmourne Feeds - Death’s advance are deleted. Those talents were literally Arthas’s identity. (dont even try to argue that his frostmourne +1 dmg buff compares to the +4 stacking buff and 70 mana recovery burst on a 10s cooldown, it’s not even close to the same)

  • -10% hp (600 hp lower on lv 20) - guarantees u die at the first stun before you even get the chance to coil urself. Leoric hp to a tank that can’t even walk out of a fight while Blaze a similar tank/bruiser is surviving nukes to the face and disengaging and healing back up.

  • 12s CD Frostmourne and -30 base dmg than before - GOD WHY!? What’s even the point of gathering Frostmourne stackz with that long cooldown and lower base damage? you are lucky to get 30-40 at lv 20

  • Remorseless Winter from 43 to 36 dmg/second and with +3 mana cost/second - it’s cancer for mana control and lower damage.

  • -9% AA speed? You have to get out of your way to gather 40 stacks of Frostmourne for 20 levels just to do the baseline dmg you did one patch ago, it’s disgusting.

  • Coil Build is deleted: the reason why everyone played Arthas was his 1.4k self healing at low hp, now u do 1k on a tank that is squishy like a Leoric. Even if you had the old build you would stil explode.

  • Root build no longer has the -2s CD reduction, which was your only escape option in teamfights, with a mythic tier reward that is garbage

  • AA build was unplayable even when u had 20% more hp and +9% AA speed to atleast get a decent 5% heal from runetap, now it’s just sad. But atleast if you work hard gather 60 stacks of frostmourne (which you won’t) you are rewarded with the baseline you had 1 patch ago

  • Death’s Advance: Artha’s only lv 20 talent that made him feel stronger at max lv is now replaced with a Johanna Mount escape - all his lv 20 talents are useless - you pray the game ends before lv 20 cause you don’t get stronger and drag the team down.

Arthas has no more identity anymore, he used to be the tank that had no stuns, but brought self sustain, waveclear, a root, and a coil to execute someone. Everything Arthas does, Blaze does way better. Now in a dilema where you are seriously considering picking a 2nd support like uther, lily, tyrande, anduin to do his job for him. The only value he brings to the team is a W build that reduces armor and a team slow. Guess what? Tyrande can do that.

Please do something to this hero or revert him back and leave everything unchanged, the old Arthas looks like a work of art compared to this barebone Arthas that feels like he came out of the beta in 2015.

11 Likes

Because it scales 15 times more than before? There is no way they are going to make an ability scale both itself and the hero’s AA ,and not reduce the original damage.

What?

Remorsless winter used to need 3 seconds to root. Now it takes 2.5 seconds. It used to give nothing else, now it heals you, the root used to have 10 seconds cooldown, now it’s 8 seconds. What do you have to complain about? Also Trait used to restore 30 mana, now it gives 40.

No. I played Arthas as a bruiser half the time.

If you’re concerned about escaping, then pick “Borean winds” not .“Frost presence”. That way you have two tools to get away instead of just one.

AA build is stronger than it was before. Just don’t pick it when you’re main tank against mostly ranged dps.

You get the 10% movement speed at Lvl 1 now, how can you possibly complain? I think you didn’t read the talent.

  • Borean Winds
    • After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed.
    • PASSIVE: Frozen Tempest’s Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second.

I don’t think he had any before. Except being the bad tank. (But I’m not sure that changed)

1 Like

Ive been a huge Arthas fan since I played the technical alpha years ago, back in the glory days of HotS. I dont post often, almost never, I generaly accept changes as they are, but this, this is just terrible. Arthas needs a true rework more then any other hero as hes received less change then any other hero in the game to date. but this is not it. This makes him worse at everything he could manage to do, wich wasnt alot. He feels way to squishy for a primary tank with little utility outside of that role. The frostmourn DPS build is completly destroyed now. i use to get 20+ stacks a game anyway, and the dmg was actualy relevent. now its 1 dmg per stack. wtf is that garbage. and you took away the double hit talent aswell. and the change to ghouls is horrible aswell. his level 20s suck worse then befor. This so called rework only made minor terrible adjustments to his same 10yr old unchanged since launch loadout. Please for the love of the game actually give arthas a rework, make him a decent tank, or atleast have a viable dps build or something, anything but this cus it feels disgustingly half assed for something branded as a rework. I was so excited when i seen the words arthas rework. i logged in as fast as i could and i cannot express how utterly disapointed i am.

6 Likes

What the?

He feels strong to me. So many good tools brought forward several levels makes him crazy good.

His biggest weakness is his mobility so to get that 10% move speed from level 20 all the way to level 1 is just game changing!

Sure, he may have lost base 40 damage to his D, but the level 7 talent frost strike gives him 115. Not only is that nearly tripple damage back, but it’s applied as an AOE that slows. So good.

Ive only played a few games so far but I so far his survivability seems better than ever. I used to pick Army at 10 because I felt I had to just to stay alive. Now, I’ve had the freedom to pick sindragosa and still be tanky

2 Likes

He feels good. All the talents feel like they are worth considering now.

2 Likes

Of course the change is going to feel bad at first, because you have to adapt to it. We should probably hold off condemning the changes for at least a week.

2 Likes

Most of the changes are adding more to what he already had. How can that make him worse?

Runetap beore

Rune Tap

  • Every 3rd Basic Attack heals Arthas for 5% of his max Health.

Runetap now.

  • Rune Tap
    • Every 3rd Basic Attack heals Arthas for 5% of his max Health.
    • PASSIVE: Each stack of Frostmourne Hungers increases Arthas’ Maximum Health by 10.
3 Likes

one of my main tanks is arthas. He’s a stronger bruiser than he was before but he’s even worse as a main tank. In lower ranks (and QM) having an extra strong bruiser is enough often, but higher up you’ll start realizing a lot of his tankiness got gutted. No, not just talking about Death Coil.

3 Likes

The Arthas changes were great.
He felt fantastic to play now.

It’s always the players failing to adapt to changes that complains.
And they keep calling everything old “The glory days”.

Learn → Adapt → Win

2 Likes

For arguement’s sake, let’s say I’m one of those rare “no ones” who not only enjoys playing tanks but has also played at lot of arthas and can tell the difference in his changes.

I think he is great now :slight_smile:

1 Like

Ok, let’s say people are tone deaf, do you really think he had something going with him previously before the changes?

Do you really think he had talent choices and not just going ranged E quest with Q spam?

What even is “tier 4” of tanks?

I can just tell this post was made after losing one QM. There is no reason to read any further.

I have to agree that I haven’t been impressed at all

The coil build isn’t good. It worked pretty well before because it was free to use on the enemy but best used on yourself.

The new one is really goofy - like oh I can hit two targets with coil now for pitiful damage? Yay.

Haven’t tried the other builds yet.

I appreciate the rework it just didn’t really do anything but shuffle things around. He still plays the exact same and he doesn’t seem to have any effective new builds

Contrast that with his functional builds before the rework - Q build, D build, and E build.

AA build was always trash so I didn’t count that.

But now Q Build is gutted, D build is gutted, and I haven’t tried E build.

I suspect they’re going to buff him in another patch by getting rid of the HP nerf which was probably them just being worried he’d be too strong.

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Have you confirmed the extra coil is not effected by talents. meaning the slow from Frost Presecne quest reward and the self heal provided by Immortal Coil?

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They both come back to you and heal you so it seems like they get talent benefit

It sounds good on paper and it’s fun but it just isn’t very relevant because the damage is pitiful and now you’re taking the healing out of your control

It would be a good level 4 or level 7 talent

So you get to poke people. slow them down and heal the same amount you would have if you cast it on yourself

I fail to see how this isn’t a buff and also a new build power.

3 Likes

You don’t get the heal strength as if you self healed and there’s long travel time so it isn’t reliable

The slow lasts less than a second, which is pitiful for a slow (especially for a tank who already has lots of slow), and the AOE to trigger two coils is tiny so the enemy players have to be close

But yeah it sounds good on paper. Go try it and enjoy the sub 50% winrate in competitive

I mean, come on.

The point of it being talented isn’t the damage. But how is it our of your control? You decide when you use it.

Yeah it IS a really small duration. But at 50% it’s enough to peel for an ally being chased.

I mean, come on.

doesn’t seem

English not your first language?

The point of it being talented isn’t the damage. But how is it our of your control? You decide when you use it.

It’s literally the entire point of the level 13 Deathlord talent. It does extra (pitiful) damage, and can hit two targets.

Self cast death coil is instant and it heals for more and gives CDR

Travel time of death coil is long, the heal doesn’t hit until the projectile comes all the way back to you, and you don’t control if there are 2 players close enough to get enough value to make using it offensively worth it or not.

It’s simply better in almost all cases to just death coil yourself. Which brings me all the way back to my original point, hope that helps.

Yeah it IS a really small duration. But at 50% it’s enough to peel for an ally being chased.

There are very few situations where you’re going to have death coil off cooldown, an “ally getting chased”, the enemy hero in range but not in range of you and your E, and be able to save your ally with a slow for .75 seconds on Q when you consider the travel time and cast time of Q.

In fact you’re simply a bad player if you’re in that situation, because you should be body blocking with E and not trying to offensively use a slow on Q when you’re using self cast Q to keep your health up.

Anyway, as a pretty regular Arthas player at diamond, this rework was interesting but didn’t help Arthas and his winrate will reflect it. Just my opinion. Still glad they did it, and I guarantee you they will buff him in the next patch.

EDIT: in fact, just look at how badly they gutted Q with this rework - go check his old talents on icy veins. I didn’t even realize it until I took a look.

Deathlord at 4: 25% range (GONE), 3 sec CDR unconditional (GONE, now conditional on 7), mana cost refunded if used on enemy (GONE)

Immortal Coil at 7: Unchanged, now gives conditional CDR.

Embrace Death at 16: 100% bonus damage AND Healing based on Arthas health (massive nerf to death coil build and its healing)

It’s nice that the talent is shifted earlier, but Arthas lost 25% range, 3 sec CDR and mana cost refund on offensive use, all bonus healing from Embrace Death, and now only gets half of the damage bonus (it was always pitiful for damage anyway)

2 Likes

Many of the baseline numbers of Arthas were changed with the rework and went undocumented in patch notes by Blizzard.
Better context here;

Old Base Arthas
2,980 HP
6.208 HP/s regen
Attack Speed 1.0
Attack Damage 95

[D] Frostmourne Hungers, 10s CD
99 Bonus Damage
30 Mana Restore

[Q] Death Coil, 9s CD, 50 mana
Deals 164 damage.
Self-cast to heal for 290.

[W] Howling Blast, 12s CD, 70 Mana
Root unchanged, 68 damage

[E] Frozen Tempest, toggle CD, 11 mana/s
Slows unchanged, 42 dps.

[R] Army of the Dead, 80s CD, 80 mana
267 Health per ghoul


New Base Arthas
2,731 HP (down 249)
5.69 HP/s regen (down 0.518/s or half a health each second)
Attack Speed 0.91 (down by 9%)
Attack Damage 98 (up by 3)

[D] Frostmourne Hungers, 12s CD (up by 2)
74 Bonus Damage (down by 25)
40 Mana Restored (up by 10)

[Q] Death Coil, 9s CD, 40 Mana (mana down by 10)
Deals 171 damage. (up 7)
Self-cast to heal for 272 health. (down 18)

[W] Howling Blast, 10s CD, 50 Mana. (CD down by 2, mana down by 10)
Root unchanged, 71 damage. (up by 3)

[E] Frozen Tempest, toggle CD, 13 mana/s (up by 2)
Slows unchanged, 37 dps. (down by 5, significant amount)

[R] Army of the Dead, 18s charge CD, no mana cost
250hp per ghoul (down 17hp each)

Overall, trend is that he’s lost a decent chunk of tankiness to enable having more base movement speed through Borean Winds and talent conditional survivability.
The contention comes from Arthas plays because many of those changes feel very unneeded, lopsided or just outright weird.

-250 HP, and -0.5hp/s is a significant reduction in base durability for a whopping.. 18 health gain increase on Death Coil. Ghouls were also reduced by 17 per, and while they are up more often with the new charge system, they are less impactful as your average health threshold is down by 8.4% from the maximum health reduction.
On top of that, over the course of a match your total passively regenerated health is down by the difference of almost Arthas’s entire Lv1. base health pool.

20 minute match = 1,200 seconds
1,200 divided by 0.5 (new health regen) = 2,400 health
Lv1. Health = 2,731
(I might’ve did this incorrectly, somebody check my math and mock me accordingly please)

Now granted, the actual effective impact of the health regen difference would be closer to maybe 1,600 or 1,800 when considering time spent at home in the fountain, at max health, out of combat, etc. but that’s still a very significant difference in long term durability for the tank who is specifically supposed to be known for being durable in long fights.

Inside of very combat-heavy matches where the enemy team has some mix of bruisers, tanks, and assassins (more common as Arthas since you are organized in queue as a tank) the impact of this change is the most noticeable. Again, very counterintuitive to the role you are supposed to fill with this hero as he was formerly the top dog for those specific types of matches.

There are the newly changed talents that offer more survivability through other means, but they do not fill the gap. They function as conditionals that exist in longer fights where their value shines, but the base health changes do not support their function at all.

Most people point to the baseline trait stacking quest as the compensatory reason for these changes, but as an Arthas main myself, I’m telling you that was not the trade you think it was.
My thoughts are that the main culprit is actually our new Lv1. talent, Borean Winds.

Before the rework that talent’s 10% movement speed was the only mobility Arthas could gain in his entire kit, and it came at the end of matches when you hit Lv20.
Moving even part of something that strong to one of his FIRST options radically changes how the hero is going to have to be balanced and in my opinion is directly against the original design. Does more damage than good, basically.

Borean Winds solves his mobility issue, and solves his mana management issues, and I assume was the talent Blizzard assumed the majority of players are going to pick (they’re right) and that came at the cost of his durability and damage.
Ironically, while his damage is more consistent now, the total throughput in some cases is actually lower than before.

If you were to compare full Coil/Trait build Arthas any version of the new damage focused builds the amount will be lower. That is coming from a large amount of experience and testing in games over the past few days.

His gimmick was having heavy slows, sustained poke, big damage, enormous survivability, strong roots, and a sneaky silence most enemies never expected. This came at the cost of mobility and requiring careful positioning so you don’t die from a lack of escapes or gap closers.

THAT BEING SAID.
There’s actually some good in the rework, but it’s very early and rough. Old Arthas was a lot more finished and had time in the oven to cook. (Glad you could bake it, Uther.)
Will definitely be multiple iterations from here on out until the changes are more solidified and polished.

Howling Blast changes are groovy, except for the Death Coil slow. It doesn’t do much.
Baseline quest is a good platform to build on. Strange to introduce a new baseline mechanic and only have one way to interact with it.

Death Coil is very sad and only really used for self-healing now. Immortal Coil and Deathlord have anti-synergy in multiple ways and are worsened by base health changes. New Deathlord is a very, very cool concept but needs it’s acquisition range? or width? adjusted so that it’s more consistent. The damage increase is pitiful though and Immortal Coil discourages you from using it aggressively.

Borean Winds needs removed or changed in some way. Discourages you from ever turning off your aura. Almost mindless sometimes.

Silence needs to make a return somehow.

High survivability, alternative methods of controlling fights, and high damage are the cornerstones of Arthas and future changes need to move in that direction.
Do not add more mobility and gratuitous mana. We’re okay with being slow. Let it be impactful when we do get there.

More thoughts later. Reserving them for a long and detailed write up providing better feedback.

TL;DR
Survivability and a stronger base kit were sacrificed to make room for more mobility and damage consistency. This is antithetical to how he should function. Mobility and mana needs to be more scarce and not so freely given. We want the rework to build on what worked before, not turn him into a bruiser and match us against tanks.

10 Likes