Heroes of the Storm Balance Patch Notes - May 11, 2026

Heroes of the Storm Balance Patch Notes - May 11, 2026

We’ve just released a patch to the live servers in order to apply some balance and bug fixes.

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I’m shocked Falstad did not get nerfed

Good patch otherwise

Extra health on Arthas. Nice.

Death coil slow duration increase is a good change

D is going to hit like a truck!

Thank you so much! I liked murky and hunted mines obj buff. Please add new murloc heroes!

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Oh look, another bandaid fix patch that does not actually solve any problems, how surprising…

Well it seems good.

Is still bad to see Dehaka with no mystic reward or any fix to his drag against the Sky’ Temple’s Guardian yet, but meh, i can’t expect more from you anyway.

Thanks… i guess…

Thanks for admitting that there’s an issue with the clunkiness of a half second self stun whenever Chen presses D. Can you get rid of the self stun altogether? This new functionality had no reason to exist in the first place and does nothing but disrupt gameplay.

Not bad. Can we give Tassadar some love next?

Also still waiting for Zj death quest fixes. His winrate is technically fine but it’s just made him into ranged Butcher lol. Maybe just make only Recklessness lose stacks on death.

  • Path of Frost
    • Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.

So, the mount already gave you 140% move speed. But does that mean that Arthas cannot be slowed as long as the mount is active?

  • Skull scaling increased from 5% to 7%.

What is skull scaling?

No change to DW’s quest.

Yes, it’s similar to Stitches D, where that he can still get the presence of the Slow(so things like Executioner will work against him), but he won’t actually have his movement speed reduced, he can move through things like Chromie’s Slowing Sands without a care.

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I think the golems have base stats, and that’s an increase to those stats. I could be guessing wrong, but I think that’s how they’ve been designed since always.

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The golem’s stats get stronger both over time (up to 25 minutes,) and based on how many skulls each team collects.

From what I understand, peak golem skull stats is about 55 - 60 skulls; getting more than that doesn’t make your own golem stronger, it just denies stats on the enemy golem.

I don’t know if the increased stats also comes with an increased cap on skull-contributed stats.

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Devs please refer to my malganis post about the new PTR. I don’t even need to play it I already know how its going to feel. I like all the changes you made, please for the love of god revert the basekit damage buff and change the percent like I mentioned in post. I have one of the highest WR on malganis and I’m probably one of the top people that pick him in draft. On top of that I myself am a game designer. Please rework him the way listed. He’ll be a lot easier to pick up for newer people and he will be more viable at high rank as a result without massively skewing his win stats

oh no, they are nerfing the character I can uncontestedly win on!

Perhaps you have a high winrate on the character because the mythic quest is overtuned. Considering it has an almost 61% WR in high rank currently and the other talents on the tier at 45% winrate, it did need to get nerfed a little bit.

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My winrate was already high with malganis. That doesn’t make playing him any easier and it doesn’t remove him from the D tier department because of it. In fact whats funny is the previous patch notes were ideas that I had sampled out in a forum post and almost identically were copied from what I suggested. All I’m asking they do is just continue to listen and rework the champ in a way he’s actually viable more often to play. Just because I’m good with him doesn’t mean he’s overtuned. I’ve played against other malg players after the new patch and I can say quest isn’t overpowered so long as you aren’t face checking him nonstop. The issue with the damage reduction they gave him is that its targeted at the wrong thing. His basekit dmg with q isn’t an issue until you have almost 70 stacks which requires a 140 hero hits or more. The issue is the fact the tank is being given a percent talent at lv 1, the thing that traditionally counters tanks, the thing malg already kind of does with life swap. So instead of nerfing the number that actually mattered they nerfed his ability to properly scale which does stop the damage numbers he will be doing, but also kills the sustain he gets. It doesn’t matter if his qs do a little bit extra what matters is when he’s chunking the other team for 4% a stun and he gets blind as a bat where he can do it on repeat. I don’t want blind as a bat which is already hard af to use to be nerfed because the devs don’t know how to properly adjust stats or make rework changes. I mean the last change was literally something I suggested. I’m just asking them to follow through and do what I told them would fix him

Also your idea of why stats are winning more is part of the same problem the devs have. They look at the overall numbers without considering why they are what they are. He’s not winning more with quest because quest is over tuned. He’s winning more with quest because they reworked him with the design for his quest being that he has to play more aggro. They didn’t change any of the other talents to justify that and as a result the quest is now default, winged guard is worthless and time to feed only works if your team can actually pull the proper damage. The reason why his dmg talents win more is because he was reworked to have bad armor talents that now force him to play more aggro where as before he was a bluwark that did lowish damage but was really hard to put down without CC chains and anti heal

How does any of that fix Diablo being an 8000 health murky with triple his damage and infinity more stuns?

How does any of that undo the removal of tower damage?

How does any of that fix Nazeebo’s 80% win rate in ARAM?

How does any of that reduce Brightwing or Johanna’s skyhigh pick/ban rate in ranked?

How does any of that remove cheating from the game?

How does any of that fix hero identity issues? like Thrall being a mage instead of an actual bruiser?

How does any of that fix Rehgar’s impossibly high 59% win rate in ranked (the highest theoretically possible is 57%)?

How does any of that fix stun chains which are 100% of the metagame above gold league? High ranked play is basically Tekken where the first team to lands something wins the fight automatically. Maybe players shouldn’t be able to disconnect each other in a “competitive” game.

this wouldn’t be such a big issue if they’d first start with the in chat issue. Being able to mass report someone for simply speaking in chat breaks down the fundamental crux of this game which is communicating with your team. Until they start with the report system and how it works the other stuff basically is flavor

Meh.

Can’t speak about current implementation but it is likely inspired by Death’s Advance from WoW where the Death Knight cannot be slowed down below default movement speed of 70% passively, or up to 100% when ability is activated.


I’ve missed some wording on the talent, so yes it looks like 5 seconds of guaranteed 140% speed, which he can cancel early at will, but no one else can slow him down.

Both Cassia and Yrel have access to something similar at much earlier talent tiers and without a 60 second cooldown.

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But I think we all know that very little that’s said in chat is useful. People mostly use it to complain, argue, or call out a bad play after the fact. (Or rather what they think was a bad play)

While I’m not a fan of having talents that are so good that it makes all other options useless. You make good points. I disagreed at first but I agree now.

Malganis is expected to stay alive through life drain. But the AoE of W is not that big, and the damage is small. And Q being telegraphed make him one of the most interruptable hero.

If I was going to change something. I’d make it so his auto attacks never wake up targets. (Giving him ranged AA is probably pushing it)