Bg's Dream Patch Notes

Hey folks!


I’d like to present my own dream patch notes, considering there’s a lot of ideas and balances that would be a nice addition if it ever came true.

Considering there are “powerful” heroes or “underpowered” heroes, here and there, it’s always nice to think of ideas and discuss whether a talent or hero is doing too much or too little.


Without further ado, here are the changes I’d make to many Heroes and Talents, if I could. But here are my ideas anyway.


Tank

Mal'ganis

Talents

  • Level 13

    • The Night Beckons

      • Adjusted Functionality: Basic Attacks deals 125% more damage to Sleeping targets, retains this bonus for 2.25 seconds after hitting target.

Comment: Mal’ganis’ The Night Beckons could use a small power shift to help him out in his Attack Damage builds.


Bruiser

Artanis

Talents

  • Level 1

    • Reactive Parry

      • New Functionality: While Twin Blades is active, gain 35 Physical Armor and for 1.5 seconds after.
    • Protector of Aiur

      • New Functionality: ❢ Quest: Enemy Heroes hit by the final strike of Twin Blades increases Artanis’ Basic Attack damage by 0.5%, up to 40%.
        ❢ Reward: After gaining 40% bonus damage, Artanis can activate Protector of Aiur to gain 12% Movement Speed for 2.25 seconds and Artanis continues to gain 0.25% bonus damage.
    • Amateur Opponent

      • New Functionality: Artanis’ Basic Attacks and Twin Blades deals 65% more damage to non-Heroes and Shield Overload reduces stun duration by 20% while it’s active.

Comment: Artanis could use a little… spark, to sway him from the minion path.

Sonya

Talents

  • Level 1

    • War Paint

      • Basic Attack healing increased from 30% to 35%
    • Furious Blow

      • Bonus damage reduced from 50% to 45%
    • Tough as Nails

      • Cooldown per charge reduced from 16 to 15 seconds.
  • Level 4

    • Shattered Ground

      • Splash damage increase reduced from 125% to 100%
    • Hurricane

      • Adjusted Functionality: Casting Whirlwind grants Sonya Unstoppable for 0.5 seconds.
      • Cooldown reduction from 2 seconds to 1.5 seconds.
    • Shot of Fury

      • Added Functionality: While above 30 Fury, Basic Attack damage is increased by 15%.
  • Level 20

    • Arreat Crater

      • Crater duration reduced from 5 to 4 seconds and its cooldown reduction from 20 to 15

Comment: Sonya is currently one of the best Bruisers in the game right now, due to Slam build being too powerful, reducing its overall power while giving other talents should give Sonya more talents to approach and build for.

Dehaka

Base

  • Dark Swarm
    • Added Functionality: Grants 8% Movement Speed for the duration.

Talents

  • Level 7

    • Paralyzing Enzymes

      • New Functionality: Drag’s duration is increased by 0.5 seconds and it slows enemies by 35% for 2 seconds after it ends. Casting Drag causes Dehaka’s next Basic Attack to slow the first enemy Hero hit by 40% for 2 seconds.

Comment: Dehaka could use a little boost for himself and Paralyzing Enzymes, by giving him these options, should help him a bit more in the current meta.


Support

Abathur

Talents

  • Removed from the game along with The Lost Vikings

    • Jk jk
  • Level 7

    • Calldown: MULE

      • Removed
    • New Talent: Drone Drop

      • Active: Activate to drop down two Drones that grants target structures 82 Shield per second, up to 875 Shield. The Shield lasts indefinitely and the Drones lasts for 30 seconds. (Cooldown is 50 seconds)
  • Level 16

    • Adrenaline Boost

      • New Functionality: Symbiote’s Carapace grants the target 45% Movement Speed, decaying to 15% Movement Speed over 2.75 seconds.

Comment: Abathur can be too troublesome to deal with, since he cannot be attacked directly, MULE was also an old talent that was no longer needed and quite a powerful one too, by replacing it with Drones that shields instead, Abathur can prepare in advance and be more methodological.


Healer

Brightwing

Base

  • Arcane Flare
    • Projectile Speed increased by 20%.
  • Polymorph
    • Polymorph duration reduced by 0.25 seconds.
  • Soothing Mist
    • Cooldown reduced to 55 seconds.
    • Adjusted Functionality: Activate to remove all Stun, Root, Slow, and Silence effects from nearby allied Heroes, each allied Hero cleansed increases its cooldown by 10 seconds.

Talents

  • Level 1

    • Hyper Shift

      • Adjusted Functionality: Increase Phase Shift’s healing by an additional 5% of the target’s maximum Health. Nearby enemy Minion deaths reduce Phase Shift’s cooldown by 1 second, hitting enemy Heroes with Arcane Flare reduces it by 1.5 seconds.
    • Greater Polymorph

      • Cooldown reduction reduced from 7 to 6 seconds and Mana restoration from 50 to 60
  • Level 4

    • Dream Shot

      • Added Functionality: Mana cost of Arcane Flare reduced by 10

Comment: Brightwing’s Arcane Flare is still relatively awkward when it comes to aiming it, usually based on prediction and luck, this buff should help her while her Soothing Mist change can make it more useful for single target crowd control removal.

Kharazim

Talents

  • Level 1

    • Transcendence

      • Added Functionality: Basic Attacks also heals for 20 health to a nearby lowest health Ally.

Comment: Transcendence could use a little oomph, this should help.

Uther

Base

  • Health increased to 2000 from 1975
  • Devotion
    • Armor reduced from 25 to 20.
  • Holy Light
    • Added Functionality: Holy Light can deal damage to enemies equal to 20% of its healing amount.
  • Holy Radiance
    • Cooldown increased from 10 to 11 seconds.
  • Hammer of Justice
    • Stun duration reduced to 0.75 seconds from 1 second.

Talents

  • Level 1

    • Silver Touch

      • Added Functionality: Final Reward also increases Devotion’s Armor bonus by 5.
    • Wave of Light

      • Added Functionality: The wave heals for 10% more for each Hero hit.
    • Hammer of the Lightbringer

      • Added Functionality: Using Holy Light on enemy Heroes grants Uther 35 Armor for 2 seconds.
      • Basic Attack cooldown reduction for Hammer of Justice reduced from 1.5 seconds to 1.25 seconds.
  • Level 4

    • Holy Shock

      • Adjusted Functionality: Holy Light damage to enemies increased to 45% of the healing amount. When used this way, Uther receives its self-healing benefits, its cooldown is reduced by 5 seconds, and it refunds 45 Mana.
    • Holy Fire

      • New Functionality: Deal 13 damage per second to nearby enemies, dealing damage increases this damage by 15% for 3 seconds, stacking up to three times. If Uther casts Holy Radiance, he heals for 60% of the damage dealt by Holy Fire for 3 seconds.
  • Level 7

    • Guardian of the Ancient Kings

      • New Functionality: The duration of stuns and silences to Heroes with Devotion are reduced by 50%.
  • Level 20

    • Divine Protection

      • Devotion armor bonus reduced from 50 to 45 and its duration from 0.5 seconds to 0.25 seconds.

Comment: Uther is one of the strongest Healers in the meta at the very moment. By toning down his overall power and distributing it through talents, he can be less oppressive, while also giving players choices whether they want to tank more or heal more.


Melee Assassin

Kerrigan

Talents

  • Level 7

    • Queen of Blades

      • New Functionality: Reduce Ravage cooldown by 2 seconds. Dealing Basic Attack damage or hitting enemy Heroes with Ravage reduces its cooldown by 0.75 seconds.
  • Level 10

    • Maelstrom

      • Damage increased from 74 to 78
  • Level 13

    • Psionic Barrier

      • Adjusted Functionality: Gain 10 Spell Armor and 5% Movement Speed, each enemy Hero hit by Primal Grasp increases the bonus Spell Armor by 10 and Movement Speed by 5% for 3 seconds, up to 50 Spell Armor and 20% Movement Speed.

Comment: Queen of Blades has always been an awkward talent compared to the other two, by making it base more on her Ravage, it will also help out other talents regarding Ravage than spamming it on one target.


Ranged Assassin

Falstad

Talents

  • Level 1

    • Gathering Storm

      • Quest bonus damage increased from 0.2% to 0.4%.
    • Dishonorable Discharge

      • New Functionality: Lightning Rod’s cooldown is reduced by 1 second whenever it hits.
        ❢ Quest: After 3 Lightning Rod strikes, subsequent strikes on enemy Heroes increase its damage by 0.5%, up to 50%. After reaching 50% bonus damage, Falstad can further gain 1% more damage whenever Lightning Rod finishes on an enemy Hero.
    • Frequent Flyer

      • Tailwind and Attack Speed duration reduced to 4 seconds from 5 seconds.
  • Level 7

    • BOOMerang

      • Bonus damage increased to 90% and Spell Armor reduction reduced from 15 to 10.
    • Charged Up

      • Range increment reduced from 25% to 20%.
  • Level 13

    • Sustained Winds

      • Maximum health damage reduced from 1.5% to 1.25% and Tailwind bonus from 2% to 1.75%.
  • Level 16

    • Afterburner

      • Bonus speed reduced from 60% to 50%.
  • Level 20

    • Wind Tunnel

      • Wind Tunnel duration reduced from 4 to 3 seconds.

Comment: Falstad is currently way too powerful at the moment, the changes here are to tone down his overall power from Auto Attack build and Lightning Rod build, while fleshing out its conditions more to make it more impactful and rewarding.

Tychus

Talents

  • Level 13

    • That’s The Stuff!

      • New Functionality: While Minigun is active, he heals for 10 health for each Minigun bonus damage, after the effect ends, he’s healed for 50% of the damage dealt by Minigun.

Comment: That’s The Stuff! has been an anti-synergy talent in Tychus’ talent tiers for some time, by shifting its power, it should still do its job while regaining the effects without disrupting the whole talent tiers.

Zagara

Base

  • Baneling Barrage
    • Damage increased from 86 to 93
    • Added Functionality: Enemy Heroes hit also reduces its cooldown by 0.25 seconds.
    • Movement Speed increased by 10%
  • Hunter Killer
    • Damage reduced from 71 to 68.
  • Infested Drop
    • Drop down speed increased by 15%.

Talents

  • Level 4

    • Serrated Spines

      • Basic Attack Damage bonus increased from 0.2% to 0.4%
      • Added Functionality: Zagara gains an additional 0.5 range.
  • Level 7

    • Viscous Acid

      • Added Functionality: Increases the cooldown reduction from Banelings by an additional 0.25 seconds.
  • Level 16

    • Jagged Barbs

      • New Functionality: While on Creep, her Basic Attack damage is increased by 20%, each Hydralisk or Roachling active, increases Zagara’s Basic Attack damage by 20%.

Comment: Zagara could use a little boost in power when it comes to herself, considering she deals mediocre damage and coming online at level 16 for team fights. Her Auto Attack talents could get some sprucing up a bit and making it less conditional.


Now that would be my dream patch notes to balance out Heroes.

If you have your own ideas or you’d like to give a feedback, or if you think these ideas are bad or good, feel free to criticise, suggest or make your own ideas!

Thanks for reading and have a good day!

11 Likes

Yeah. Could you go ahead and, not do that? lol.

Also, you didn’t touch Dehaka’s lvl 16.

This worries me.

They don’t stack with each other, instead of healing, it’s basically preparing for upcoming damage, it wouldn’t prolong games as far as I’m concerned.

I’d like to take caution and look for other’s ideas or suggestion first, since I don’t play Dehaka a lot and a friend just suggested that I take a look at what Dehaka could need.

1 Like

I say they should just go all-in on making Uther a full tank, and add a new hero that is a mitigation healer, similar to his original kit.

3 Likes

That part could be problematic.

3 Likes

Or just add multiclass again and put heroes with multiple options into it. That would also fix the Varian problem in QM, when he isn’t mentioned as ‘tank’, but as ‘multiclass’.

Uther. Ouch. That trait armor redux.

You feel he is oppressive?

Against big AoE comps I struggle so much. (QM)

Granted, he can be really good on point holding with literally anyone.

1 Like

Where is rocket ride :rage::rage:

The rocket is blasting off elsewhere :rage::angry::rage:

1 Like

Never there when you need him : (

I quite like the Sonya changes. This would be nice:

That might make her E build more appealing, or the Unstoppable too strong, I can’t decide but I like it.

1 Like

I love replying to posts like these because it’s a great way to discuss amongst each other our views on the health of heroes. This is where I specialize.
I hold great pride in an 11k+ word notepad with my list of balance changes to all heroes.

I’d suggest increasing the time duration from 1.5s to 2s because I don’t see a reason to lower the amount of bonus damage his AA does if he can’t get a second AA in to compensate for that nerf. Good changes nonetheless.

Considering W build is her most offensive and least defensive build, Furious Blow and Shattered Ground should be the only W talents that get nerfed. Don’t forget that Nerves of Steel and Ignore Pain will become auto-pick material again if you over-nerf W build.

According to heroesprofile.com, here are the pickrate differences between patches 2.52.2 and 2.53.0. The former has moderately healthy talent diversity where you can flex your talent picks according to your team’s composition or the enemy’s. The latter involves a unanimous one-dimensional build and playstyle that restricts different ways to play her because one build is superior above the others.

First of all, Dark Swarm is fine as is. Secondly, the first portion of your new functionality for Paralyzing Enzymes is already covered by Ferocious Stalker. What Paralyzing Enzymes needs to be good is to reduce the cooldown of Drag from 15s to 14s and reduce the CDR from Feeding Frenzy from 2s to 1.75s. That way, Dehaka is way less reliant on Drag CDR and Paralyzing Enzymes gets some much needed attention as a result.

Funny how you don’t mention Lurker Strain, which has had a 5.27% pickrate in Masters and Diamond considering it’s one of the worst talents in the game.

Welp, there goes my only reason to play this game. Kappa

Adrenaline Boost is basically Pixie Boost I guess. I do agree it definitely needs a nerf however.

I dislike this new functionality. All the developers need to do is increase the Spell Armor and Movement Speed bonus duration from 4s to 5s and call it good.

For Gathering Storm, I hope you meant 0.2% to 0.4%. :stuck_out_tongue:
I don’t have enough knowledge about the power level of Dishonorable Discharge to have an opinion on the matter.
BOOMerang could have its damage bonus increased from 75% to 100%. Why you may ask?

  • Pre-patch Hammerang (Q) + old BOOMerang talent
    • 121 + 165 = 286 damage
  • Post-patch Q + baseline BOOMerang
    • 80 + 95 = 175 damage
  • Post-patch Q + baseline BOOMerang + Lvl 7 BOOMerang (+75%)
    • 80 + 166.25 = 246.25
  • Post-patch Q + baseline BOOMerang + buffed Lvl 7 BOOMerang (+100%)
    • 80 + 190 = 270

You must also keep in mind Gathering Storm and BOOMerang benefit from -15 Spell Armor, so the damage from Q alone can skyrocket very high if Q and Q build are buffed to much. That’s why I propose Gathering Storm bonus damage per stack should be increased from 0.2% to 0.3% and Lvl 7 BOOMerang bonus damage from 75% to 100% and call it done.

Baneling Barrage (Q): No changes are needed imo.
Serrated Spines: Zagara already gets AA range while on her creep. This just complicates the hero in my opinion, though the bonus damage is fine.
Viscous Acid: Baneling Massacre already has CDR covered.
Jagged Barbs: Why make her AA damage rely on her W and E?

1 Like

My wish list:

Murky

Level 20: Endless murlocs

  • Additional effect: Murlocs continue to march for 5 seconds after the channel ends.

Comment: If murky’s channel ends early, then the level 20 version of this heroic actually becomes a downgrade to the level 10 version. This change ensures that level 20 is always a guaranteed upgrade

Brightwing

Level 20: Intensive Winds

Additional effect: Every time BW’s soothing mist pulses it reduces the mana cost of your next Emerald wind by 10 mana. Stacks up to 15 times. Stacks are reset upon next cast. Picking this talent starts with 15 stacks (like illidan’s Blades of Azzinoth).

Comment: We like the concept of having a heroic with a very short cooldown and leaving it up to the player to decide whether it’s worth multiple casts.
However, in team fight situations when BW only needs to cast Em Wind once then this talent becomes a downgrade to the level 10 version. This change is an elegant solution to ensure that your first EW cast is cheap, but subsequent casts remain expensive.

Thrall’s dance & Sonya’s hearthstone animation:

Additional animation effect: Sonya and Thrall bulge their eyes and poke their tongues out as a sign of intimidation and to scare away the evil spirits.

Comment: The New Zealand Mouri tribal war dance the “haka” is not complete without the infamous poking of their tongue. Kamat-ee kamat-ee kah

4 Likes

Heroes cadence :
Due to an increase in our team new heroes will come every 3 weeks

thats it

This is a pretty good alternative to MULE. That shield might seem like a lot considering that it’s preemptive (basically extra max health that can be regained), but MULEs can repair a lot more than that – up to 3,600 over their 40 second duration.

4 Likes

Uh-oh, don’t touch me there. That is my no-no square! :open_mouth:

2 Likes

Okay, the reduction for Hunter Killer is fair

I still feel like Bile Drop should be a baseline quest, maybe adjust it to be like Heroes hit by the impact grants X stacks but heroes being attacked by the roachlings will also grant X stacks. They can increase it to like 100 ish stacks to compensate for the ease. Also it’d be nice to have Zagara’s summons act like Xul’s skeletons. Like maybe when she targets someone with her Hunter Killer, her other summons will focus that target for a few seconds.

3 Likes

Thanks for posting this out here, I’d like to point out first that my knowledge on Dehaka is very limited and a friend of mine asked me if I could add Dehaka to this list, however I’ll see what I can do.

And I’m aware Lurker Strain has always been one of the worse talents for Dehaka’s 16.

Usually when you take this talent, you’re suppose to go head on, taking Spell Damage on the way, that’s why the new functionality idea.

Thanks! I do meant like 0.2% to 0.4%. I find that the Q Spell Armor reduction at 7 can be too powerful, so I just shifted a little bit more power even though BOOMerang dealt more damage than before.

Most often Zagara ends up not having any creep in a team fight and the auto attack build could use more buffs, often than not you have your summons more than you have your creep in team fights.

The cooldown reduction is just to help out Zagara in team fights more, especially if she didn’t take Nydus Network. She’s often too mediocre and sub-par in terms of performance, until level 16, if she could be a threat by making her Q, more of a primary damage.

She’d be used more in team fights than just having your summons do the work.

As for the auto attack damage being tied to summons, as I said previously. You’re going to have your summons active in team fights anyway, you might as well gain the bonus while they’re around, or if you’re in a creep.

Thanks Minky! I doubt it would be too strong, considering she can be stunned after the Unstoppable again, but it should help her more against chain of CC in her E build.

If not, I’ll just change the Unstoppable to 0.25 seconds.

I was thinking of changing it for up to 1000 Shield, considering Johanna can have that amount at level 1. These Shields do scale by the way.

I got a few more ideas to help out Zagara, please do leave a feedback about that!

2 Likes

Okay hear me out, what if instead of a drone, you sort of implant a virophage. The virophage will then periodically barf to the buildings and splashing a little. Allied non-heroes hit with this will get shields. The virophage lasts indefinitely (or set a timer or something, idk). Because it doesn’t make sense for a drone to give shielding to buildings, but you can argue that virophages give biofilm that somehow shields the structures.

Also I think we should nerf or move adrenal overload onto a later tier and give more power to Abathur’s locust build.

Edit: I was thinking again and I thought this could be a cool synergistic talent that can go with locust/macro build instead of being an outlier like MULE was. Maybe have it spawn locusts periodically too so that it can help pushes, or confuse enemies. But I think to compensate this it should compete with a powerful support symbiote talent (maybe compete against adrenal overload)? Idk I’m just brainstorming here lol

I saw one post where they recommended Dehaka’s lurker strain to be able to damage enemies around him for a small amount of damage, similar to actual lurkers in SC2. I think that’d be pretty neat.

Also, I think giving him a Hogger treatment would be nice. What I mean from this is that, you know how Hogger is very dependent on terrain and his trait allows him to create his own? I’m thinking since Dehaka is very reliant on bushes, he should have a talent to plant down his own bushes or something?

1 Like

I was thinking about a potential tychus QoL feature that might be interesting for ITR, while potentialy also granting the other level 4 talents a potential buff. But at a cost:

That’s the Stuff!
After 2 seconds, tychus can activate minigun a second time to instantly trigger the healing, but remaining minigun cooldown will no longer add any healing.

If the other 2 talents do not need a buff at all, this can obviously be set to 3 seconds. And as this is tweakable i think this might be a working solution to get rid of the counter synergy.

2 Likes