PTR Feedback, Bugs, & Wishlist

Arthas

Glad to see this rework. Balance wise, this looks like a major buff. So many additional affixes on talents and a baseline quest. A couple notes:

  • The healing while slowed effect on Rime has some anti-synergy with the CC resist of Icebound Fortitude. Perhaps this is intentional to make taking both armors less effective.
  • Also wanted to call this out… Sylv and Arthas will be playing talent chicken for lvl 1s, Rime vs Overwhelming Affliction. Could feel kinda bad.
  • Frost Presence trail and final splash usually hit the same enemy. When combined with the new Deathchill, Howling Blast can strike a target for 1000+ damage (lvl 20) easily. Could be a bit too strong.
  • Exsting Bug: Since we’re touching Arthas / Rune Tap, can we fix the visuals? (Timestamp: 01:30)
  • New Bug: Army of the Dead breaks when using Toggle Cooldowns mode
  • Likely Bug: Bonus Ghouls from Legion of Northrend don’t move. I would at least expect a leash range if they’re meant to hold the area.

Chen

Ah yes, we needed a Fourth Horseman for our OP Bruiser meta (Thrall, Deathwing, and lowkey Hogger). Chen is built to be extremely hard to kill and disruptive in fights, in exchange he’s not meant to have too much hero damage. His wave/camp clear is borderline bad, he would be played a lot more if only that were better.

  • Fire breath damage 186+375 → 88+750 (at lvl 20) untalented is too much. I would bring back the number and increase the flat bonuses on Accumulating Flame.
  • Accumulating Flame regular reward (should be achieved every game): 3.5 → ~8 range on Keg Smash is also too much. Some range is great QoL but over 100% is ridiculous. Consider adding some splash radius increase to Keg Smash in combination with a smaller range increase for multihit value.
  • Accumulating Flame Mythic reward seems almost reasonable. -20 armor for 6+ seconds is pretty potent though, maybe just reduce spell armor?
  • To gain the kill benefit from Accumulating Flame, the hero must die from the flame tick, not any other damage source. This feels bad.
  • Speaking of QoL, love the input blocking on D.
  • IMO Wandering Keg CD could be 70s and Storm Earth Fire CD 100s.

Deathwing

  • E+Z CD increased, whatever nerfs, not really hitting the problem on the head except…
  • Gaze onto Destruction duration 5 → 3.5 thank you!
  • See wishlist

Falstad

  • That Falstading bird that I hate.
  • AA quest range 14 → 8.5, not directly touching the problem but idk maybe this will help
  • Lightning Rod and Q feel stable and mostly fair. I would just reduce the AA build’s AD rewards. Maybe add some attack speed back into the active component.
  • Overall I’ve been avoiding playing this hero because playing into his counterpicks feels terrible and getting the free win due to being overtuned also feels terrible.

Garrosh

Pleasantly surprised with this set of changes. In high level, Garrosh is the only tank who can instantly kill you for touching him. He has been a staple also for his w + passive too. Slightly reducing throw range may help your healer reach you, or make an escape slightly easier without drastically changing how things play. Well done!

Gazlowe

Ok change, but this guy is like the only bad offlaner right now. Please just give him the turret damage back. In 2020 it was 62 base, repeatedly nerfed to now 36. Idk what was going on with him back then, but the hero is not that crazy. A 20% buff yields 43 base / 94 dmg at lvl 20, which seems pretty fair, but less could be fine.

Mal’Ganis

Glad to see another Tank being worked on, we need more options for that role. This guy should be the drain tank fantasy, but right now he is a timed block tank with his 50 armor W. Removing baseline armor and reducing is a great start, but his self healing needs to go significantly up. While there are some improvements to his lifesteal, my impression is that it’s not enough, maybe just enough to compensate for the armor loss.

  • Note: Might of Sargeras 4 armor bonus is 35, patch notes are inaccurate
  • Bug: Echo of Doom 4 no longer explodes
  • Fueled by Torment 7 competes with Black Claws and Spreading Plague, 2 excellent damage (therefore healing) talents. Its numbers could be a touch higher.
  • Frenzied Assault 16 is terrible right now, please rework/buff
  • Vanquish the Weak 20 is lackluster if not bad due to opportunity cost (not really on same power level as other 20s), please rework/buff

Medivh

Another bird that I hate. To be honest though, not a bad set of changes. Buffs underused talents, nerfs overused ones. This guy is really not fun to play against in coordinated play though. It would be great if Raven Form had a limit on how long you can reveal enemies for.

Muradin

Stacks gained from Q kills again. Nice.

Thrall

Reasonable changes. See wishlist.

Tyrande

Attack range is back!! :heart:
Also quest progress on E kills is good.

Main Wishlist

  • Nerf Hogger Headbanger 16, it currently overshadows the other options and is extremely potent
  • Nerf Deathwing Flap 1 & 4 or reduce the ability’s range (7.0 is not a melee spell lol)
  • Nerf Thrall spell shield 13, it’s active way too often with Echo of the Elements, and 70 spell armor was always a bit much in its last buff
  • Buff Diablo (add 0.25s stun duration on his E and I bet he’s so back)
  • Buff ETC, his lower durability is the main reason he is underpicked (allow passive armor to add duration (extend) rather than refresh?), and his 16s are also lackluster
  • Kerrigan quest against heroes feels bad, the range is way too small

More…

  • Continued work (read: slight adjustment buffs) for Murky, Zul’jin
  • Nerf Maiev containment disc hitbox or cooldown
  • Give Valeera build diversity (Q is the only usable one because it does the damage of 3 stack eviscerate lol)
  • Deckard feels kinda bad before/without big pot 13
  • Lunara would be better with less poison damage and more outright damage / AD
  • Xul & Ragnaros could use a tiny health buff, damage and durability creep is ongoing and they are a bit left behind
  • Fenix could lose a few pounds (large hitbox) or have a shorter warp cast delay
7 Likes

It is an unfinished (and unbalanced) rework idea they had in like 2019. They just decided to put it on PTR as is. There was no thought process… just like with the last 10 (or more) patches.

This does not align with how easy it is to bully him.

It is annoying. They decided to make an already clunky hero even worse.

They are not. It is still extremely frustrating to face.

This is not what they should have changed. This unjustified nerf will only make it feel worse to play him.

It is the same range change that broke Lightning Rod.

Because 90% of his talents are weak. His only viable build does not even fit his role.

Huh…

This would make him unkillable in the situations where his kit is actually allowed to work.

This sounds very clunky and unintuitive.

Why???

Absolutely not. He is already extremely volatile.

1 Like

I would say 5.0 or even 5.5 sufficient baring in mind the character model

made a joke once upon a time that Diablo should eventually get unstoppable on his Q in his late levels.
Honestly at this point we may end up getting just that

no leave her alone. no fiddling no tweaking no nudging no poking no pushing no caressing no teasing no nothing
and absolutely no stupid mythical quests on her Q

1 Like