1.30.3 Patch Notes

Hail Warchiefs, Lichs, Commanders, and Keepers,

Happy holidays! We’re thrilled to be back; it’s going to be an exciting year.


  • Damage mitigated by Hardened Skin will now correctly be reduced to 3 at a minimum, up from 1
  • The second pulse from the Taunt ability will no longer fire if the Mountain Giant is dead or affected by ability disabling effects


  • Potentially fixed Arranged Teams to work with port forwarding (due to technology constraints this can only be tested on Live)
  • We are still homing in on the root cause for desyncs. Cached data results in mismatches when switching between game types - like playing a custom game and then playing ladder. Restart the game when switching between game types to lower your risk of disconnects (we’ve also seen the caching issues between some custom maps).


Hero Balance Changes

Keeper of the Grove
Entangling Roots

  • Cast range decreased from 800 to 600

Developer Notes
Entangling Roots is of high utility to the Keeper’s kit. This change is intended to add a bit more risk to its use without reducing its effectiveness. The spell now has the same range as the Keepers auto attack, which should increase the opportunity for counterplay.

Acid Bomb

  • Level 1: Decrease primary damage from 8 to 6 per second (Total damage 120 to 90; Secondary damage 5 to 4 per second)
  • Level 2: Decrease primary damage from 13 to 11 per second (Total damage 195 to 165; Secondary damage 8.5 to 7 per second)
  • Level 3: Decrease primary damage from 18 to 17 per second (Total damage 270 to 255; Secondary damage 12 to 11 per second)

Developer Notes
Alchemist provides awesome AoE healing, has high hit points, is powerful enough to pick off units, and debuffs opponents effectively. Heroes generally shouldn’t check every box for potential roles… Reducing Acid Bomb’s single target damage better focuses him in a support role - recent tweaks to Healing Spray cemented him as a great alternative healer for any race, and those effects have been positive to gameplay.

Human Balance Changes


  • Piercing damage reduction increased from 50% to 65%. The in game tooltip will show this as 50% damage taken to 35%.

Developer Notes
There has been a drop off in the use of Defend after changes with the 1.30 balance update. This change is intended to restore usage. Its original behavior relied on RNG rather than a flat damage modifier. We anticipate there may need to be adjustments to the percentage, so we will be keeping an active eye on how the new Defend performs.

Night Elf Balance Changes

Mountain Giant
Base Stats

  • Food cost increased from 6 to 7
  • Cargo size increased from 2 to 4

Developer Notes
Mountain Giants are imposing, disruptive, heavy tanks with great siege potential. That potential becomes absolute in large packs. They were never intended to be a massed unit. Increasing food cost will make adding additional giants past the first few cut more heavily into a player’s army makeup as well as push them into higher upkeep faster. Additionally by increasing cargo size they will match the Siege Engine, a fellow high durability siege damage unit.

Glaive Thrower
Vorpal Glaive

Developer Notes

The Vorpal Glaive upgrade has been bugged for some time:

  • The main target of the Glaive Thrower always takes full damage
  • The area of effect from the Glaives changes from a circle into a line
  • Glaives can kill trees

The main target takes full damage, as if the projectile were a homing shot, but the Glaive doesn’t follow said target. Instead it hits the ground like it missed, and does line damage where it impacts. If we fix Vorpal Glaive to adhere to reduced damage of siege weapons to units, then researching the upgrade feels like a nerf when it exchanges radial damage for line damage.

We want to address these issues by having the projectile correctly track and impact the main target of the Glaive Thrower. This embraces a distinctive behavior from other siege weapons, helping with our goal of pushing each race to have their own identity. We hope to have Glaives tracking their targets and ready for the next balance patch – though the updates are not included in this PTR.



Why we cant host any games in europe realm?

1 Like

is there gonna be a Latin America Server anytime soon?


Is not working here as well!

I also want to know !! THIS IS URGENT!

Yeah someone please sort the issues out please. I cannot host any games. Cheers.



We are being asked to be patient but more patches are going out which don’t fix what was broken in previous patches and then cause even more issues.

The bugs are piling up and NOT being dealt with, I came here expecting some substantial fixes. I see nothing in the known issues about games suddenly crashing to score screens which worrys me as it’s not even classed as a known issue?


After the previous patch, pings where abnormally high, issues with hosting and joining games. New patch comes out, you can’t even host on EU anymore. At this point, I am wondering, Blizzard, are you actually TRYING to kill off a classic game, which in fact, did not need any patches whatsoever, where everyone was happy with hosting games on bots, which you also, ruined?


Out of my experience, I’ve started playing again during the last patch. Tho I only play 1v1 ladder. Haven’t encountered any problems aside from missing the ROC Lost Temple map on ladder. Also why did the ping rise? in 2008-2010 when I last played actively I had a ping of 10-12… now it’s 70 what’s up with that ?

Eu server in case that’s meaningful.


Not even gonna say anything about desyncs omegalul

I have some small quality of life suggestions:

  • Make the tag next to hosted games in the game list show the location of the dedicated server, not the Realm
  • Don’t count closed slots or computers when calculating the number of people in a game (for the game list)

I keep hearing about the desync, but in the 100 games I’ve played in the last 2 weeks. I haven’t seen it once. What is that ? is it on other servers ? 0 technical problems encountered so far. For what is worth I usually play after work so, 18-22h

how about increase mana cost of treants …? should be 100/110/120 imo


My patch experience enjoy: ht tps://imgur.com/a/q1szFju (delete space in link)


crash into scoreboard :slight_smile:

1 Like

Arranged Teams still not working.


yeah u sure sound like a “skilled” player Kappaa

This is going horrible a new patch should fix all the desyncs issues and everything crashing not add a tons more issues i cant even play a game properly… not to mention cant host anything…


I’m. I was semi-pro in the past and I won several tournaments aswell, a noob like you having 40 % win ratio in bnet can’t understand the competitive scene, go play 2-3 years more , son

more keeper nerfs required. its still impossible to lvl a blademaster because grunts need to stay at home, otherwise entangle into kill. pls blizzard do something about that spell, its not counterplayable and thats the main issue. treants might have more power in itself, but you can just run away e.g. entangle simplay lasts way too long. maybe more dmg, but half the duration.