Heroes of the Storm Live Patch Notes - December 9, 2024

I would prefer to go the other way around. Remove mercs dropping coins, limit it to chests and skeletons. My least favourite thing about the map is how the team that gets mercs both gets the full advantage of mercs and also gets to erase forts for free. It makes it very snowbally and makes people avoid teamfighting.

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Then it would be better to have one big chest spawn in the middle and have both teams fight over it.

As always, thank you for this new patch ! I’m always wating for the “new” mounts added, will have to save some gold for this one !

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How do I not have dollar bill mount I am pretty sure I have acquired it sometime in the past.

Lol at 30k horse.

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Told you :slight_smile:

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When I first said that the talent will be too powerful you openly disagreed.

Now it’s been made obvious that the talent was completely ruined at the very last moment by making the trigger process much more convoluted because the developers were afraid the first iteration could have potentially been too powerful.

The winrate hasn’t been affected in any way and he does not yet even remotely qualify as draft ban material. One day later Arthas has been played at least 1000 times, compared to 12k over 60 days of previous patch (which would make him average around 200 games per day). I don’t believe this spike will last for very long.

Honeymoon is over, devs didn’t achieve their goal because they’re cowards and he can crawl back into his grave now for the disappointment that he remains. Looking forward to even more spells applying a revealing effect to their victim on the next PTR, it would be only fair that this becomes a norm now that 90% of all attacks in the game already remove vision control as a game concept.

I still do.

I don’t think too powerful was the reason why they changed it. Arthas has always had the same problem, no mobility. Can’t get away, can’t catch people. So giving him yet another ability that required him to be in melee range of an enemy hero probably wasn’t that great in hindsight.

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I can’t see how anyone would ever want to play Taunt Varian following your reasoning, yet the ability is so strong and timed right, you can stop every wind-up spell in the game on time.

Combined with the 50% instant slow + silence, on half the cooldown a swing from Frostmourne essentially is much better Taunt in every way.

Yes it’s melee, but the button instantly refreshes the swing timer, so if you’re already sitting on top of someone, range isn’t as much of a problem.

Varian can for example Taunt every other Mosh Pit but Arthas cooldowns are shorter than even the penalty for interrupted cast.

What is a problem is your two abilities going out of sync, especially in combination with Coil talents. I need an interrupt this very moment, not two seconds later while it is mid-channel.

Practically the only useful application for the mess of state that this talent is in right now would be beneficial against Anduin who’s Sanctification triggers after a 0.5 sec delay and pulling that off correctly is an impossibility. Would need to strike him first, walk a distance and make sure to correctly overlap the debuff with coil - which would punish him before the first tick with a 80s penalty rather than a 10 sec one.

Simple, Varian has Parry + Shield Wall to survive any burst coming his way ,E as Gap closer, and Taunt is simultaneously a silence and a Stun. Very different from Arthas.

Completely disagree. For one, in Arthas’ case the target can still move and use abilities, some of which get them out of danger.

That’s a very problematic if. Hence my reservations.

Yes, it has a shorter CD because it’s not as strong an ability. I think that’s fine.

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It’s not like we’re playing a 1v1 game here. Other players will join you a well and frequently you won’t even be able to control or move your character because CC stacking is just ridiculous without a diminishing duration.

And in a game where you have line of sight blockers such as bushes or walls, literally everyone has a working gap closer.

It doesn’t root the target in place but the slow effect is severely underrated. It’s not just about limiting your target’s escape and increasing the chances that your team will land a skillshot but it also enables Executioner. Otherwise Varian’s Charge would be considered complete garbage and yet that one second is more than enough time to enable a successful CC chain from distance (sleep dart or lunar flare for example).

Arthas isn’t so bad, he never really was. I’m just angry over a massive wasted opportunity to make something fun out of him without turning him into first pick material. No matter how strong I may consider the initial rework to be, the effect is still cleansable and even counterable with blinds so very few would be able to make the most out of it properly.

Next we’re going to call Deckard’s melee stun completely useless? It may not always be the top choice but you can’t deny how impactful it can be and how great it feels to catch someone off-guard.

Now imagine if he had to overlap the cube spell with a melee attack for the stun to trigger. Suddenly you do not feel like wasting a spell which spawns potions, slows the target and reduces their damage taken on individual players who are close to dying.

This is what they’ve done to Arthas. Not only does a multi-step process discourage frequent use but it also upsets your priorities because Coil has friendly and hostile targeting, both modified in different ways through several talents.

It doesn’t matter. When talking about coordinating abilities. Taunt is more useful either way.

I’m sorry, but that doesn’t make sense.

Admittedly haven’t tried it yet but the Arthas silence sounds a bit clunky.

I’m not sure about the change to Imperius R2 as well. Probable damage nerf but you can do more damage than before with it but need 3 marks on the target.

It’s something you use more on a reaction than combo with like on Zul Jin Tazdingo or Anduin Salvation. Not really something you build up brands on a target and combo with, too unreliable to land like that.

Don’t think it will change the ability much just questioning the vision on the change.

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Unarguably the main thing separating Arthas from other tanks is the lack of baseline and on demand interrupt. I don’t see anyone else allowing a target they would otherwise easily walk over to cast an ult in their face at melee range.

Alternatively D could have been changed into a micro-charge such as Artanis’ W, turned into an cleave swing allowing him some much needed instant damage against minions or it could have even been adjusted to reduce spell damage dealt.

Ban the AFK bot or let us avoid team up with them for good. I’m tried of matching a playable game whole night.

There was a patch in the last hour or so, here are the changes I could find:

  • Fixed an issue that caused D.Va’s Target Locked to be refreshed by any D.Va’s Defense Matrix, instead of only the D.Va that placed the Target Locked
  • Fixed an issue that caused Samuro’s Mirror Image Critical Strike remaining duration to not match Samuro’s Critical Strike remaining duration when duplicating it on Image Transmission/Cast
  • Fixed an issue that caused Way of Illusion quest stacks to not be present on Mirror Images if selected while Mirror Images were already active
  • Fixed an issue that caused Way of Illusion quest stacks to be granted from Mirror Image Critical Strikes against non-Heroes
  • Fixed an issue that caused Way of Illusion to grant quest progress to Mirror Images when activating Image Transmission
  • Fixed an issue that caused Way of Illusion quest progress on Mirror Images to be 1 higher than Samuro’s quest progress when casting Mirror Image
  • Fixed an issue that caused the Account and Collection previews to feature a 1px line at some screen resolutions
  • Fixed an issue that caused Minimap tooltips to display incorrectly at some screen resolutions
  • Crit floating text for Arthas’ Death Coil with Embrace Death to only occur while Arthas is below 50% Health, instead of always when self-targeted or never with the returning Death Coil from Immortal Coil
  • Crit floating text for Alexstrasza’s Dragonqueen Basic Attack Healing no longer always occurs after selecting Draconic Discipline
  • Crit floating text for Genji’s Basic Attacks with Way of the Shimada now occurs when Genji has more than 10 stacks of Way of the Shimada
  • Crit floating text for D.Va’s Boosters now occurs when hitting relevant targets with Rush-down(IIRC this is a reversion of an old change)
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Why does Samuro always have 5 million bugs?

Because of the way Mirror Image just is, there’s so many different systems interacting with each other, so there’s more space for things to go wrong.

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Not enough to resurrect this graveyard, I’ll be back in six months when they fix the latest bugs.

When they fix a bug they introduce two new bugs