Balance Patch Notes Feb 12th

they didn’t fix the azmodunk bug :frowning:

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An interesting patch, a nice rebuttal to those in the community who say the Devs never listen. Lots of stuff included from that patch prediction thread last week. No nerfs to KT! :partying_face:

I notice a few community suggestions have made it here such as adding functionality to Tyrael’s trait, reworking Muradin’s block ability, adding more Armor to his E, Nerfs to Deathwing. Adjustments to Abathur’s locust Strain, the predictable nerfs to Auriel and the warranted changed to Resurrect and the requested nerfs to Uther’s hammer are there.

The changes to Malf look interesting, mighty nice work on Stitches, good to see Azmodan getting some attention too, really very little to complain about in this patch. I’m not sure the buffs to Jaina’s Blizzard build is going to encourage many people to take it.

Agreed, I don’t think Mal’ganis needed both HP, Regen and the larger CD reduction on Carrion Swarm. Just the HP and Life Regen should have addressed the issue the have with him.

My only gripe is I would have liked some tiny tweaks to Brightwing’s Greater polymorph talent and a base speed increase on her Q.

What are you thoughts on the Malthael changes?

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:thinking:

Dont jinx it.

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Uther double support comps are a nightmare. He’s almost always banned out in the first ban phase in high level games.

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I’m aware of how it works, that’s why i mentioned it, a pyro that did 35% of a players hit points would be far more of a fair ability especially for players quing in qm for a quick game and as a li-ming you get pyroed off cd and unless you have more than 80-90% hp its a oneshot. I believe it would allow for more skilled game play aswell because on the other side when you are a KT and you get meaty team on the other side your pyros would not be sneezes. Interesting how you jumped to the conclusion that i don’t understand what im talking about though

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Sad they know Valeera is fine :rofl:

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:sob: Ouch My sweet angel took a heavy blow there :confused: meanwhile Johanna is allowed to be insanely stronk not fair I say.

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Johanna is not strong, she is impossible to F up with. Although that can make her strong nowadays I guess :thinking:

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Statistics would disagree with you there. She is picked in every single imaginable ranked game. She is the most popular tank in Grandmaster for a reason - she gets to have “Deathwing effect” (Complete CC immunity) baseline for 4 seconds on 20 seconds cooldown.

You misspelt delete.

If you think she’s too strong in ranked you could ban her. I’ve seen people complain about Johanna in ranked games, but then do a reflex ban on the KT, no matter the map or team comp.

Joh is strong, but she’s not so sturdy you can’t focus her down. Joh is not comparable to Deathwing, she lacks damage, is very good at disrupting and has good wave clear. She’s picked often as she is a great generalist tank.

I was so excited and logged in just to play some games as Maiev. Felt so good to have cruel chain back!

I liked this build and seeing it go sucks. Not sure why they would nerf it either.

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I almost want KT nerfs if it will stop the complaints on the forums. I think though even if the Ignite talent was removed and Living Bomb got a more visible radius indicator, people will still complain about him and the “OP” pyro, because they are too lazy to adapt.

I love Muradin’s talent Dwarf block. That’s a powerful talent for me to pick over bolt and 3rd wind.

Also moving stitches talent 16 down to 13 is a good call, and nevertheless, will make Stitches funnier to play.

Tyrael’s buff is… interesting. They should change his trait where he can turn into a bruiser with high attack damage with shield, but have a CD of 60 seconds or something.

All % dmg ignore all types of armor.
So having a Pyro that seems like a pyro would require a high % dmg for it to proc properly.
Also from WoW where it comes from, it was known as one of those highhitting spells capable to bringing down low health targets quickly, but with tons of counterplay to it (Except for the POM Pyro times though).
It is implemented quite well into HOTS, and is a super counterable ultimate, so much so that it is rarely picked at higher ranks.
It can be easily interrupted, it can be even easier blocked, it is voulnerable to armor and spell armor.
It can be outhealed since it takes forever to reach a target that is far enough away for it to be safely cast at low health targets.

It has SO many counterplays to it, and you should also kinda feel obligated to use it at ranged targets, if you turn it into a % dmg spell, your probably just gonna open fights casting it at their main tank early every fight, forcing him/her to do an early retreat or die like paper in the frontline, basicly leaving the enemy team without a tank.

KT is fine where he is.

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And when did i say that. i just told you that % dmg vs real dmg are two diffrent type of dmg. One does X amount of dmg and one does % dmg of your max hp while ignoring armor. So if a lunara or a liming took spell reduction it would not help at all since % dmg ignore armor. Like Ngin said. if you turn pyro into % dmg then you just have a kt with a greymane ult he would spam on tanks.

Please announce already whether you are getting rid of XP globes or not.

Because if you are not getting rid of them I’m out of this game, nexus anomalies like Deathfromace was saying in December is just being forced to do PTR, and the first one was the worst.

You advertised your game as “casual” at launch when it was the opposite, this game is much more complicated than normal mobas because it doesn’t have comeback mechanics like bounties from dota and lol and you can’t respec midgame. This is great, i love this complexity, but you keep going against your word, and people believe you, and you keep attracting casual players that can’t even learn the game.

And now that you literally destroyed the pro scene subsequently lowering the playerbase’s average skill level, QM has become a joke it is impossible to play this game for fun, you are raising the bar on a playerbase whose response to hardship is sitting at nexus or quitting in a game with no surrender option. You are basically trolling all of us by forcing us to sit by in 4v5 games with a THREAT of leaver queve enforcement…

If you are not getting rid of nexus anomalies as a way to replace PTR then at least stop making such ridiculous anomalies that completely change the flow of the game, your regular playerbase can’t handle it, and this is a team game, its not fun constantly having to carry 4 casuals or having to wait around 20 minutes for a real game because you have multiple afk.

It is certainly not cool to see 3 people in a team with 6K exp when by the end of the game everyone else in both teams has 20K.

And it’s not fun either to waste your time playing ranked in a game where team and single queve are mixed. Return to us single queve and don’t make it 1-2 players queve again.

Also, your report system is a joke, i never see any afkers get banned.

Stiches changes are nice.
With the baseline range on hook reduced there are times where you anguisly had to wait for that fishing hook.
It will make gas flare more attractive too.

Tyrael changes on trait does not change much but i prefer that than having another trait with nerfs accross the board.
I will mourn abusing shielding minion waves to spam defense of the angels.

Another patch and still no sign of the d.va rework :frowning: I just want to know when it is coming out,

Okay I’ve been testing out the new Raynor changes and I think the level 7 one is surprisingly quite significant. It essentially removes whatever mana tension Raynor had, meaning you’ll rarely need to back once you reach this talent tier as it is very easy to top off your mana and simply use Adrenaline Rush to heal off whenever you can.

I’m kinda confused why they’d go this route since I felt Raynor was in a fairly good spot in terms of managing his resources. Now with this talent they’ve dumbed him down further by removing that aspect altogether LOL. With the added bonus of inspire and penetrating rounds now having CDR, which just adds more safety to Raynor…

As for his level 1 talents I think it just loosens up more the types of teams you can draft Raynor in as now he’s less reliant on having some constant slows or the like as Veteran Marksman is a pretty good alternative now with the buff.

The changes altogether just surprises me as I didn’t think they could simplify Raynor any further and somehow they did…

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