Published on October 7, 2020
Heroes of the Storm has just been updated with Hero balance changes! Read on for details.
Developer Comment: We’ve given our tower changes some time to settle, and while we like how their current targeting mechanism works, we believe we went a little too far in lowering their damage. We’re giving them some of their teeth back so that enemies who tower dive have a little less time to hang around in their opponent's base before they have to disengage.
Developer Comment: We've heard feedback that players dislike how their Healing Fountains can be sniped by the opposing team early in the game. While we agree that this can be frustrating, we don't want to completely remove alternative strategies for creating an advantage. We're experimenting with a change to move the total Health of the Healing Fountains to be much more in favor of a Shield that quickly regenerates instead of Health. This should make it riskier for players to snipe Healing Fountains, as they will not get any value unless they destroy the building, while also rewarding players who are able to protect their Healing Fountains early in the game.
**Ana’s currently a top healer pick with relatively poor diversity in her early game talents. We’re nerfing some of her most picked talents and reducing the duration of Biotic Grenade, which should give other Healers more of an ability to play around it when trying to keep their teammates alive.
Biotic Grenade [W]
Slumber Shells [E]
Anti-Healer [W]
Night Terrors [E]
**While we like the somewhat chaotic, raid-boss feel of Enraged Regeneration and its healing debuff, we believe its duration is too long for how often the debuff can be applied to enemies, particularly at later stages of the game due to its synergies with talents like Twilight Nova. Because of this, we’re heavily reducing its duration so that enemy Healers have larger windows of opportunity to play around its debuff.
Enraged Regeneration [Trait]
**D.Va has come out swinging with her new rework, and while she is still within our normally acceptable bounds of performance, she is at the upper end and we feel she can use a little toning down. We’re reducing her Basic Attack damage as a baseline nerf and lowering the power of Rush Down, which should bring in line many of the more powerful and popular ways to play her. We still want and expect her to be a force to be reckoned with and will be keeping an eye on her to see if more tuning changes are needed down the road.
General Base Stats
Rush-Down [Q]
Aggression Matrix [W]
Bunny Hop [R1]
Micro Missiles [R2]
Target Locked [W]
**In our efforts to make a more competitive build, we went a little overboard with our recent buffs to Gall’s Dread Orb talents. We’re reigning in that power to both reduce frustration when playing against him as well as increase his talent diversity.
Rising Dread [W]
Twilight Nova [W]
Leaden Orb [W]
**We had buffed Hand of Freedom multiple times in the past in an effort to get players to use the talent, but our last buff to make it usable on Yrel went too far to the point that it has dominated the talent tier. We’re reducing its frequency and the amount of the Movement Speed bonus to be more reasonable for a buff that Yrel can apply to herself.
Hand of Freedom [Active]
**While Jaina’s talent diversity is in a relatively decent place, it has room to be better, particularly in the early game. Arcane Intellect should now be a fairly viable Mana-restoring talent for players who don’t want to pick Fingers of Frost at Level 1, which should open more possible build opportunities.
Arcane Intellect [Trait]
Frost Armor [Passive]
**We’re giving Guardian of Ancient Kings a needed buff and adding a better tuning knob to balance the talent in the future by unlinking the duration of its Armor bonus from Devotion.
Holy Fire [Passive]
Guardian of Ancient Kings [Trait]
**Anduin is in a good place overall, with great talent diversity and a fun base kit. However, he isn’t quite measuring up to other Healers when it comes to his overall performance, so we’re simply increasing his power to bring him up to par.
Flash Heal [Q]
Chastise [E]
Leap of Faith [Trait]
Holy Word: Salvation [R1]
**Diablo has recently risen in the ranks to once again being a high demand Warrior for his team. Overall, his talents are in a fairly good place, but we want to fix a design issue where Diabolical Momentum is simply too good at doing everything since it has synergy with all of his other potential ways of playing. To reduce its power and help his Level 7 tier be more diverse, we’re removing its ability to reduce the cooldown of Fire Stomp and giving Eternal Flames a boost in its role as a key talent for players who want to build around the ability.
Eternal Flames [W]
Diabolical Momentum [Passive]
Hellfire [W]
**E.T.C. continues to be a force to be reckoned with as a highly popular front-line member of teams. We’re reducing his overall survivability by nerfing Rockstar’s Armor amount so that he is punished more for missing his Stun or overextending during teamfights.
Rockstar [Trait]
Encore [W]
**Samuro is a difficult Hero to use that has gotten a lot of mileage for those who take the time to learn how to play him. Despite his niche status, he has slightly gone over the edge of what we believe to be a little too powerful and frustrating to play against, so we’re reducing the power of a couple overperforming talents as well as how slippery he is to catch and kill once caught out.
Wind Walk [E]
Crushing Blows [W]
Dance of Death [R1]
Three Blade Style [R2]
**Similar to Samuro, Tracer is closing in on being too powerful despite her niche status. We’re slightly reducing her overall power with a Basic Attack damage nerf and buffing some of her underused talents.
General Base Stats
Leeching Rounds [Trait]
Is That a Health Pack?! [Passive]
Telefrag [E]
**We made some changes to Tychus’s late-game talents and have seen much better talent diversity from those efforts. We’re doing the same thing with his early-game picks here, which we think will overall make him a much more exciting and fun Hero to play.
Quarterback [W]
New talent: Melting Point [W]
Press the Advantage [Passive]
Concussion Grenade [W]
Combat Tactician [Trait]
The Bigger They Are [Trait]
Master Assassin [Passive]
Can Do This All Day [Q]
Bob and Weave [E]
**Gazlowe came out a bit low with his rework, so we’re pulling back on a lot of nerfs that were made during the design process which were done with the fear that he would be too powerful. We believe these changes to both his base kit and to underperforming talents will bring him up to par with other Bruisers, and, similar to D.Va, solidify his place as an effective member of his team.
General Base Stats
Rock-It! Turret [Q]
Deth Lazor [W]
Xplodium Charge [E]
Rocket Boots [E]
One Man Wrecking Crew [Passive]
EZ-PZ Dimensional Ripper [Active]
Overload [W]
Master Blaster [Passive]
Robo-Goblin [R1]
Grav-O-Bomb 3000 [R2]
Bomb Toss [E]
**Solarian is still too sharp. Dulling it a tad bit more!
Flash of Anger [Q]
Holy Fervor [Active]
Celestial Swiftness [Q]
**Kerrigan’s talent tiers generally have one talent that most people are using, followed by the other two talents on the tier having decent parity. We’re giving some buffs to her alternate talents to become more attractive choices, which should allow for more diverse ways to play her.
Siphoning Impact [Q]
Assimilation Mastery [Trait]
Psionic Pulse [E]
Queen of Blades [Q]
Maelstrom [R1]
Summon Ultralisk [R2]
Torrasque [R2]
**We saw some feedback that Unspeakable Horror is a little bit awkward to use since it doesn’t Silence players while they are Rooted by Durance of Hate. We agreed and saw an opportunity to do a few other changes while we looked at him.
Hateful Mending [Q]
Animosity [W]
Unspeakable Horror [R2]
Shade Lord [Active]
**For the most part Sylvanas has fairly good talent diversity, but we wanted to tinker a little bit to make it better. Her heroics have the least talent parity in her tree, so we’re experimenting with giving Mind Control a simple buff that should help in its role at finding a single, vulnerable target to kill.
Lost Soul [W]
Festering Wounds [E]
Mind Control [R2]
**Plasma Shield is simply a little too good at giving Tassadar survivability, which is an intended weakness of the hero since he brings so many other things to the table. We’re reducing its power as well as buffing Black Hole and its Level 20 Mastery, Kugelblitz.
Plasma Shield [Trait]
Black Hole [R2]
Kugelblitz [R2]
**Historically Anub’arak has always been on a razor’s edge of being wildly popular and powerful or not part of the meta with small changes having a large effect on his perception. We’re giving him a small Health buff and some adjustments to his late-game talents, which we believe will bring him more to the forefront again as a powerful initiator for his team.
General Base Stats
Burning Beetles [Passive]
Debilitation [E]
Beetle, Juiced [Trait]
**Currently, particularly at higher levels of play, many players are favoring Destroyer form over World Breaker. We’re moving some power from Destroyer Form into Worldbreaker to incentivize players to switch between forms more often as the situation demands. We also believe the energy buff to Worldbreaker form makes more sense for Deathwing, as he is naturally more incentivized to use Molten Flame in this form after using his other abilities to control opponents’ movements in choke points, but would often find himself unable to use Molten Flame as often due to being at low energy after using his other abilities to set it up.
Incinerate [W]
Lava Burst [W]
Infernus [Q]
Firestorm [Z]
**It’s been some time since we looked at Alexstrasza’s talents, so we’re buffing some of her underused picks to make them more viable.
Circle of Life [W]
Verdant Flourish [W]
Life-Binder [R1]
Tough Love [Q]
Overprotective [W]
Heroes
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