Heroes of the Storm Cho'Gall Patch Informacije

Blizzard je objavio patch informacije za Heroes of the Storm, gde možemo pročitati da se jedan od najavljenih heroja sa Blizzcon 2015 već pridružuje Nexusu, a to je Cho'Gall.
Originally Posted by Blizzard (Source)

We’ve just released a new patch for Heroes of the Storm, which brings a new Hero, user interface updates, balance changes, and much more to the game. Maintenance is ongoing, but don't worry; we'll let you know just as soon as the Nexus is back online.

You can check out the patch notes for today’s update below.

HOS_xEC_LOGO_500x350.png

 

GENERAL

Cho’gall has Arrived to the Nexus!

  • Cho’gall is a unique new addition to Heroes of the Storm who requires two players to team up, each queuing as either Cho or Gall, in order to play together as one hero.
    • Learn more about Cho’gall by reviewing the New Hero section below.
  • Cho’gall Awarded to BlizzCon Attendees
    • All players who attended BlizzCon 2015, or purchased a Virtual Ticket, will permanently receive Cho’gall in their Hero Collections.
  • Unlock Cho’gall by Playing with Friends
    • Cho’gall cannot be purchased using Gold or real money.
    • Instead, players who don’t own the two-headed ogre can unlock him by completing a brand new Special Event Quest!
  • Special Event Quest: Cho’gall Buddy Brawl
    • Win 2 Games as Cho or Gall while partied with a player who owns Cho’gall to permanently unlock the Hero.
    • Win 4 games as Cho or Gall while partied with players who have not yet unlocked the hero to earn 2,200 Gold.
      • Those who own Cho’gall may only earn this gold reward once. However, they can still help as many other players unlock the hero as they wish.

Hallow’s End has… Ended!

  • The Hallow’s End celebration has come to a close, and the following items are no longer available:
    • The Hallow’s End Special Event Quest can no longer be completed, and the portrait reward it offered can no longer be earned.
    • The Hallow’s End and Ultimate Hallow’s End Bundles have been removed from the in-game Shop.

NEW BATTLEGROUND

Towers of Doom

The Grave Keeper and Raven Lord have risen over a dark and mysterious city, each seeking to add it to the territories under their control. Now, these Realm Lords call upon the aid of Heroes in their battle for dominance over the Towers of Doom.

  • Please note: Towers of Doom is not currently available in the live version of Heroes of the Storm, as PTR testing has not yet concluded. Click here for more information.

Heroes_BoELoadScreen_Thumb_700x350.png

  • Each Core on this Battleground is surrounded by an indestructible barrier, and cannot be razed by Heroes, Minions, or Mercenaries.
    • Instead, Heroes must capture the Altars that periodically activate within the city. Upon doing so, each of the Bell Towers controlled by the capturing team will fire a payload that damages the opposing Core.
  • Bell Tower allegiance is fickle! A Bell Tower that has been destroyed will respawn after a short delay, aligning itself with the team that took it down.
    • Toppling a Bell Tower not only increases a team’s area of control over the Battleground, but also grants an additional payload in the volleys that fire on the enemy Core after capturing an Altar.

Towers of Doom Available Now on PTR

  • Towers of Doom is the only Battleground available for play in PTR matchmaking queues.
    • Battleground pools on the PTR have been reduced so that more thorough Towers of Doom playtesting can be done, and any bugs discovered during this time can be fixed before the Battleground is officially released.
  • Please note: Towers of Doom will not be available in the live version of Heroes immediately on patch day, but will remain playable on the PTR until playtesting concludes on November 24.

NEW HERO

Cho’gall has been added to Heroes of the Storm! This unique and powerful ogre is two Heroes in one body, requiring that two players team up and queue together as Cho and Gall.

Cho is a Warrior of unmatched might who charges fist-first into battle, controlling movement and Basic Attacks. While Gall cannot move on his own, he is a formidable Assassin armed with a devastating set of dark spells. Read on for a brief overview of their Abilities.

CHO

Trait

  • Two-Headed
    • Gall is permanently attached to you, going where you go.

Basic Abilities

  • Surging Fist (Q)
    • Wind up for at least 1 second, temporarily slowing yourself, then reactivate to charge in a direction. Enemies in your path are knocked aside and take damage.
  • Consuming Blaze (W)
    • Ignite nearby enemies, dealing damage over 4 seconds. If this hits an enemy, gain Health over 4 seconds.
  • Rune Bomb (E)
    • Roll a bomb that damages enemies in its path. Gall can use Runic Blast (E) to detonate it, dealing damage in an area.

Heroic Abilities

  • Hammer of Twilight (R)
    • Passively increases Basic Attack damage by 25%. Activate to swing the Hammer, which deals damage, pushes enemies away, and stuns them for 0.75 seconds.
  • Upheaval (R)
    • After 1 second, pull enemies toward your location, slowing them by 25% for 3 seconds and dealing a small amount of damage.

GALL

Mount

  • Hurry Up, Oaf! (Z)
    • Increase Cho’s Movement Speed by 60%. This effect decays over 3 seconds.

Trait

  • Two-Headed
    • Permanently attached to Cho, going where he goes. You are immune to Stun and Silence effects.

Basic Abilities

  • Shadowflame (Q)
    • Deal damage to enemies in a line.
  • Dread Orb (W)
    • Throw a bomb that will bounce three times, dealing damage to enemies on each bounce.
  • Runic Blast (E)
    • Detonate Cho’s Rune Bomb, dealing damage around it.

Heroic Abilities

  • Twisting Nether (R)
    • After 1 second, enemies are slowed by 40% while you channel, up to 5 seconds. Activate to deal damage.
  • Shadow Bolt Volley (R)
    • Unleash 20 Shadow Bolts over 4 seconds, each dealing damage to the first target hit. The bolts fire in the direction of your cursor.

ART

General

  • Tower targeting ring size reduced by 50%

Heroes

  • Artanis has received improvements for his walk animations
  • Stitches has received additional facial animation polish.

Hero Abilities

  • The following Hero Abilities and Talents have received visual polish:
    • Magni Muradin – Storm Bolt (Q)
    • Imposing Presence (Talent) – Heroes affected by Imposing Presence’s Attack Speed Slow will now display visual effects.

SHOP

Bundles

  • New Bundles have been added, and are available for a limited time.
    • BlizzCon 2015 Championship Bundle – Click here for details.
    • Powerhouse Bundle
    • Ultimate Powerhouse Bundle
  • Bundle Removals
    • Hallow’s End Bundle
    • Ultimate Hallow’s End Bundle

Heroes

  • New Hero
    • Cho’gall has been added to Heroes of the Storm, but cannot be purchased at this time.
      • Please read the Cho’gall Buddy Brawl section above to find out how to unlock Cho’gall just by playing Heroes of the Storm!

Mounts

  • New Mounts
    • Felstalker – Unlocked exclusively by pre-purchasing the Digital Deluxe or Collector’s Edition for World of Warcraft: Legion. Head here for details.

Price Changes

  • Jaina’s prices have been reduced to 4,000 Gold and $6.49 USD.

Skins

  • New Skins
    • Corruptor Cho’gall
    • Master Cho’gall

USER INTERFACE

General

  • Party and game invitation pop-ups will now display the inviting player’s portrait frame.
  • Two-player parties in Hero League Draft Lobbies will no longer receive single pick slots, and will now always select their Heroes on the same turn.
    • This way, partied players who would like to select Cho’gall can pick Cho and Gall at the same time.

In-Game UI

  • In-Game Score Screen
    • The Takedown column on the in-game Score Screen (TAB) has been split into two new columns: Kills and Assists.
      • Kills can be earned by scoring the final blow on an enemy Hero.
      • Assists function in much the same way that Takedowns did in previous versions of the game. Any ally that is nearby when an enemy Hero is slain will receive an Assist for that kill.
  • Minimap
    • The minimap will now visually indicate when allied Heroes are using Hearthstone to return to the Hall of Storms.
      • Additionally, a chat message will be displayed whenever an ally activates Hearthstone.This message will not display more than once every 10 seconds.

DESIGN & GAMEPLAY

Scaling Changes

  • Health and damage scaling for all Heroes, Battleground Events, Minions, and Mercenaries has been changed from flat, additive values to values that are multiplicative by percentage.
  • A large portion of Heroes’ total scaling amounts, which were previously gained over the course of a game, have been added to their base values.
    • Please review our recent blog on scaling and respawn timer changes for more details.

Developer Comments: Due to the way that our old level scaling system worked, early game level discrepancies created a larger difference in power level than we liked. This often led to situations where a team could be up two or more levels early in a game, and use this advantage to create a larger lead. We didn’t feel that games were fun for the winning or losing team in these types of scenarios.

As a result of these changes, all Heroes will have more power early, but gain less from each level. Battleground Events, Minions, Mercenaries, and Structures have all been adjusted to compensate for this and should feel close to what they did previously.

The aim of these adjustments to the scaling system is to make level differences have a similar impact on your Hero’s statistics at all points in a game. Now, each level offers about 4% Health and 4% damage, which mirrors what late game leads felt like in our previous version of the game. It is important to note, that while being down a few levels will be less punishing than it was previously, Talent tier advantages can and will still have a noticeable impact on enemy engagements.

Respawn Timers

  • Respawn timers have been increased for levels 1 – 10.
    • Please review our recent blog on scaling and respawn timer changes for more details.

Developer Comments: In order to reward players for getting early game Takedowns, we’re also increasing the respawn time of dead Heroes at low levels. Now, getting early game Takedowns (and the experience associated with it) won’t give your team as much pure power as it did previously. Instead, early kills will offer a “power play” moment, in which your team can destroy enemy Structures, complete Battleground Events, or take more Mercenaries. These meaningful strategic advantages will position a team closer to victory, without giving them a large stat advantage and the ability to bully the opposing enemy team.

Attack Speed Slows

  • Attack speed slows now apply only to Heroes and Summons.

Tooltips

  • Several tooltips that lacked specific details regarding delays, charges gained, etc., have been updated with exact details.

BATTLEGROUNDS

Haunted Mines

  • This Battleground has been removed from all matchmaking queues for the foreseeable future, but is still playable in Custom Games

Developer Comments: We’ll be adding Towers of Doom to the map pool in an upcoming patch. This will expand the size of our map pool to 10 total Battlegrounds. To prevent the number of maps we have available to players in Quick Match and Hero League from being overbearing, we’ve decided to temporarily rotate out Haunted Mines. We feel the number of maps we have available are reaching a threshold that we may not be comfortable with.

TALENTS

Gathering Power

  • Hero takedowns now increase Ability Power by 2% per kill, up to a maximum of 30%. All stacks are now also lost upon death.

Developer Comments: We wanted to make Gathering Power a more high risk, high reward talent that encouraged specific gameplay. Now, with a much higher cap, the reward for this talent is much higher. The counterplay becomes the burden of the opposing team, as they’ll need to focus the Hero who has Gathering Power to reset their stacks.

HEROES


ASSASSIN

FALSTAD

  • Hammerang (Q)
    • Conjurer's Pursuit (Talent) removed
    • Gathering Power (Talent) removed
    • Power Throw (Talent) moved from Level 1 to Level 4
    • New Talent (Level 1): Gathering Storm
      • Permanently increases Hammerang's damage by 1 every time it damages an enemy Hero
  • Flow Rider (Talent)
    • No longer decreases Barrel Roll’s cooldown
    • Now causes Basic Abilities to recharge 100% faster while the Tailwind trait is active

Developer Comments: Our Falstad changes were geared towards supporting Talent diversity. We wanted to make small changes while still providing a meaningful impact. The new and changed talents will add some higher skill options to confident Falstad players.

JAINA

  • Frostbite (Trait)
    • Deep Chill (Talent)
      • Bonus to the Movement Speed slow applied by Chill decreased from 35% to 30%

Developer Comments: Jaina having a 35% slow available at level 1 is very hard to play against, and resulted in a majority of Jaina players picking Deep Chill. This is a small decrease, but has had a positive impact on our playtesting.

ZERATUL

  • Focused Attack (Talent) removed
  • New Talent (Level 4): Master Warp-Blade
    • Every 3rd consecutive Basic Attack against the same Hero deals 100% bonus damage

Developer Comments: Focused Attack was providing Zeratul with a little too much burst damage. Now with the consecutive hit requirement, Zeratul will now gain a more substantial damage boost if he is able to stick to his target for a few seconds.

SUPPORT

KHARAZIM

  • Insight (Trait)
    • Mana regeneration granted on every third hit increased from 12 (+0.21 per level) to 14 (+0.36 per level)
  • Iron Fists (Trait)
    • Damage bonus granted on every third hit increased from 100% to 125%

Developer Comments: Most Kharazim players pick Transcendence at level 1, and this is often the most powerful option regardless of the situation. We tuned up the other two options here to help provide Kharazim players with different options.

UTHER

  • Eternal Devotion (Trait)
    • Spirit form duration decreased from 10 to 8 seconds
  • Divine Shield (R)
    • Cooldown increased from 70 to 90 seconds

Developer Comments: Uther is highly contested at high levels of competitive play, so we wanted to target a few nerfs that would have a larger impact at that level. We also wanted to focus our changes on two abilities that offer very little counterplay for the enemy team.

WARRIOR

LEORIC

  • Drain Hope (W)
    • Cooldown decreased from 12 to 11 seconds
    • If Leoric is stunned while casting Drain Hope, the stun will no longer cancel the Ability and the missile will continue to travel
    • Damage dealt and Health gained reduced from 25% to 20%
    • Damage and Healing no longer gradually increase over the Ability’s duration, but instead does a consistent amount of damage and healing with each tick.

Developer Comments: We wanted to remove the scaling damage and heal amount on Drain Hope, but knew the change alone would be a significant buff as much of the value is loaded at the end of the ability. In response, we lowered this value by 5% and also reduced the cooldown by 1 second.

REXXAR

  • Misha (Trait) (D)
    • Misha's death timer portrait will now appear in the death timer bar while she is respawning
    • The frequency at which Rexxar's voiceover will play when commanding Misha has been reduced
  • Misha, Fixate (1)
    • Misha, Fixate has been renamed Misha, Focus!

BUG FIXES

General

  • Fixed an issue which could cause a team with no Support Heroes to be matched against a team with Support Heroes in the Quick Match queue.
  • Fixed an issue in which the Auto-Select Hero could occasionally fail to give the player a Support Hero on teams that lacked Supports.
  • Fixed an issue that could cause French AZERTY keyboards to revert to using QWERTY keyboard hotkeys.

Battlegrounds

  • The tooltip for the Plant Terror’s Overgrowth Ability no longer states that it does not disable the enemy Core.
  • Fixed an issue that prevented Hero vision radiuses from displaying on Infernal Shrines and Battlefield of Eternity minimaps.

Heroes and Talents

  • Abathur can no longer capture objectives at his body’s location while using Ultimate Evolution.
  • Abathur’s Adrenal Overload Talent now properly increases Monstrosity’s attack speed while it is under the effects of Symbiote.
  • Ultimate Evolution Clones and Monstrosities will now properly receive the benefits of Abathur’s Volatile Mutation Talent if it is selected after a Summon is already active.
  • Heroes with the Relentless Talent that become Polymorphed will now properly receive damage from Brightwing’s Unstable Anomaly Talent when Polymorph expires.
  • The visual effects for Butcher’s Brand will no longer persist on a target that is protected from death by Kharazim’s Divine Palm.
  • Chen’s Spirit forms will now properly leave Stealth after casting an Ability during Storm, Earth, Fire.
  • Heroes that are simultaneously struck by Diablo’s Overpower and Stitches’ Hook will no longer be thrown outside the playable area.
  • A Hero that activates Ice Block while simultaneously coming under the effects of Stitches’ Gorge will now properly retain Ice Block’s visual effects for the duration of the Talent’s effects.
  • Fixed a bug that could cause Stealthed Heroes to fire a Basic Attack at a nearby enemy immediately after Mounting.
  • Fixed an issue that could allow Leoric to change direction while using March of the Black King.
  • Fixed an issue that could cause a Medivac to persist on the battlefield if Lt. Morales was killed while casting Medivac Dropship.
  • Damage prevented by Lt. Morales' Safeguard will now always be displayed in whole numbers.
  • The cooldown for Kerrigan’s Ravage will now be properly reset when it is used to destroy an enemy Structure.
  • Misha can now properly return to Rexxar if she is on the opposite side of an enemy Gate and an open path exists where a Wall was destroyed.
  • Sonya’s next Basic Attack after casting Ancient Spear will now properly benefit from the Follow Through Talent.
  • Heal over time and damage over time previews for Tyrande’s Shadowstalk and Kael’thas’ Living Bomb will now more accurately reflect the burst Healing and burst damage amounts at the end of each Ability’s effects.

User Interface

  • Legendary and Epic Hero Skins are now appropriately labeled as such on the Hero Select screen.
  • Fixed an issue that prevented mouse-wheel scrolling through the Friends List while browsing the Shop.
  • Players in Hero League draft lobbies can no longer be invited to join a Real-ID friend’s party.

Composed with the free HTML G Editor.

Cho'Gall Hero Spotlight

Cho'Gall će se uskoro pridružiti Nexusu, i igrači će imati mogućnost da igraju sa dvoglavim Ogreom. Blizzard je objavio Cho'Gall Hero Spotlight, gde možemo videti njegove abilitie.

Originally Posted by Blizzard (Source)
Cho'Gall is slated to hit the Nexus tomorrow. As a reminder, you will not be able to purchase him in-game. Players will gain access to Cho'Gall for the following reasons:
  • BlizzCon attendee
  • Randomly selected
  • Purchased a Virtual Ticket
  • BlizzCon Loot Code

If you do not fall under the umbrella of options mentioned above, don't worry! You can unlock Cho'Gall through a special quest.

Simply win two games with a friend who owns the character, and he will become available to you.
Post below if you'd like to help spread Cho'Gall to other players, or perhaps join others to unlock him for yourself.
Good luck, all! Spread the Cho'Gall virus throughout the Nexus

Heroes of the Storm PTR Informacije - Za Sada Samo Nova Mapa

Heroes of the Storm PTR serveri podignuti su juče u toku dana, i igrači mogu samo da isprobaju novi battleground koji je predstavljen na Blizzcon 2015 - Towers of Doom kao i par izmena kod heroja. Još uvek nije ubačen nijedan od predstavljenih heroja na Blizzcon 2015, ali prema informacijama Cho'Gall treba da bude dostupan 17 Novembra!

Blog post nam govori da će PTR biti podignut do 24 Novembra. Ovo samo može da znači da Towers of Doom i par izmena u toku dana, ili jednostavno žele da drže PTR upaljen do kraja sledeće nedelje, kako bi igrači mogli da pogledaju stare replay-eve.

Originally Posted by Blizzard (Source)

Our next major Heroes of the Storm patch has just arrived to the Public Test Realm and will be available for playtesting until November 24. During this time, we kindly request your assistance in trying out some of the new content and balance changes it contains before we officially release the patch to the live version of Heroes. Just like last time, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.

Please also note that purchases have been disabled in the PTR Shop, and you will be unable to buy items using real money or gold. Patch notes for our impending Heroes of the Storm update can be found below.

HOS_xEC_LOGO_500x350.png

NEW BATTLEGROUND

Towers of Doom

The Grave Keeper and Raven Lord have risen over a dark and mysterious city, each seeking to add it to the territories under their control. Now, these Realm Lords call upon the aid of Heroes in their battle for dominance over the Towers of Doom.

Heroes_BoELoadScreen_Thumb_700x350.png

  • Each Core on this Battleground is surrounded by an indestructible barrier, and cannot be razed by Heroes, Minions, or Mercenaries.
    • Instead, Heroes must capture the Altars that periodically activate within the city. Upon doing so, each of the Bell Towers controlled by the capturing team will fire a payload that damages the opposing Core.
  • Bell Tower allegiance is fickle! A Bell Tower that has been destroyed will respawn after a short delay, aligning itself with the team that took it down.
    • Toppling a Bell Tower not only increases a team’s area of control over the Battleground, but also grants an additional payload in the volleys that fire on the enemy Core after capturing an Altar.

Towers of Doom Available Now on PTR

  • Towers of Doom is the only Battleground available for play in PTR matchmaking queues.
    • Battleground pools on the PTR have been reduced so that more thorough Towers of Doom playtesting can be done, and any bugs discovered during this time can be fixed before the Battleground is officially released.
  • Please note: Towers of Doom will not be available in the live version of Heroes immediately on patch day, but will remain playable on the PTR until playtesting concludes on November 24. 

ART

General

  • Tower targeting ring size reduced by 50%

Heroes

  • Artanis has received improvements for his walk animations
  • Stitches has received additional facial animation polish.

Hero Abilities

  • The following Hero Abilities and Talents have received visual polish:
    • Magni Muradin – Storm Bolt (Q)
    • Imposing Presence (Talent) – Heroes affected by Imposing Presence’s Attack Speed Slow will now display visual effects.

USER INTERFACE

General

  • Party and game invitation pop-ups will now display the inviting player’s portrait frame.

In-Game UI

  • In-Game Score Screen
    • The XP column on the in-game Score Screen has been removed.
    • The Takedown column on the in-game Score Screen (TAB) has been split into two new columns: Kills and Assists.
      • Kills can be earned by scoring the final blow on an enemy Hero.
      • Assists function in much the same way that Takedowns did in previous versions of the game. Any ally that is nearby when an enemy Hero is slain will receive an Assist for that kill.
  • Minimap
    • The minimap will now visually indicate when allied Heroes are using Hearthstone to return to the Hall of Storms.
      • Additionally, a chat message will be displayed whenever an ally activates Hearthstone.

DESIGN & GAMEPLAY

Scaling Changes

  • Health and damage scaling for all Heroes, Battleground Events, Minions, and Mercenaries has been changed from flat, additive values to values that are multiplicative by percentage.
  • A large portion of Heroes’ total scaling amounts, which were previously gained over the course of a game, have been added to their base values.
  • Respawn timers have been increased for levels 1 – 10.
  • Please review our recent blog on scaling and respawn timer changes for more details.

Attack Speed Slows

  • Attack speed slows now apply only to Heroes and Summons.

Tooltips

  • Several tooltips that lacked specific details regarding delays, charges gained, etc., have been updated with exact details.

TALENTS

Gathering Power

  • Hero takedowns now increase Ability Power by 2% per kill, up to a maximum of 30%.  All stacks are now also lost upon death.

HEROES

ASSASSIN

FALSTAD

  • Conjurer's Pursuit (Talent) removed
  • Gathering Power (Talent) removed
  • Hammerang (Q)
    • Power Throw (Talent) moved from Level 1 to Level 4
    • New Talent (Level 1): Gathering Storm
      • Permanently increases Hammerang's damage by 1 every time it damages an enemy Hero
  • Flow Rider (Talent)
    • No longer decreases Barrel Roll’s cooldown
    • Now causes Basic Abilities to recharge 100% faster while the Tailwind trait is active

JAINA

  • Frostbite (Trait)
    • Deep Chill (Talent)
      • Bonus to the Movement Speed slow applied by Chill decreased from 35% to 30%

ZERATUL

  • Focused Attack (Talent) removed
  • New Talent (Level 4): Master Warp-Blade
    • Every 3rd consecutive Basic Attack against the same Hero deals 100% bonus damage

SUPPORT

KHARAZIM

  • Insight (Trait)
    • Mana regeneration granted on every third hit increased from 12 (+0.21 per level) to 14 (+0.36 per level)
  • Iron Fists (Trait)
    • Damage bonus granted on every third hit increased from 100% to 125%

UTHER

  • Eternal Devotion (Trait)
    • Spirit form duration decreased from 10 to 8 seconds
  • Divine Shield (R)
    • Cooldown increased from 70 to 90 seconds

WARRIOR

LEORIC

  • Drain Hope (W)
    • Cooldown decreased from 12 to 11 seconds
    • If Leoric is stunned while casting Drain Hope, the stun will no longer cancel the Ability and the missile will continue to travel
    • Damage dealt and Health gained reduced from 25% to 20%
    • Damage and healing now increase over time as a flat value

REXXAR

  • Misha (Trait) (D)
    • Misha's death timer portrait will now appear in the death timer bar while she is respawning
    • The frequency at which Rexxar's voiceover will play when commanding Misha has been reduced
  • Misha, Fixate (1)
    • Misha, Fixate has been renamed Misha, Focus!

BUG FIXES

General

  • Fixed an issue which could cause a team with no Support Heroes to be matched against a team with Support Heroes in the Quick Match queue.
  • Fixed an issue in which the Auto-Select Hero could occasionally fail to give the player a Support Hero on teams that lacked Supports.
  • Fixed an issue that could cause French AZERTY keyboards to revert to using QWERTY keyboard hotkeys. 

Battlegrounds

  • The tooltip for the Plant Terror’s Overgrowth Ability no longer states that it does not disable the enemy Core.
  • Fixed an issue that prevented Hero vision radiuses from displaying on Infernal Shrines and Battlefield of Eternity minimaps. 

Heroes and Talents

  • Abathur can no longer capture objectives at his body’s location while using Ultimate Evolution.
  • Abathur’s Adrenal Overload Talent now properly increases Monstrosity’s attack speed while it is under the effects of Symbiote.
  • Ultimate Evolution Clones and Monstrosities will now properly receive the benefits of Abathur’s Volatile Mutation Talent if it is selected after a Summon is already active.
  • Heroes with the Relentless Talent that become Polymorphed will now properly receive damage from Brightwing’s Unstable Anomaly Talent when Polymorph expires.
  • The visual effects for Butcher’s Brand will no longer persist on a target that is protected from death by Kharazim’s Divine Palm.
  • Chen’s Spirit forms will now properly leave Stealth after casting an Ability during Storm, Earth, Fire.
  • Heroes that are simultaneously struck by Diablo’s Overpower and Stitches’ Hook will no longer be thrown outside the playable area.
  • A Hero that activates Ice Block while simultaneously coming under the effects of Stitches’ Gorge will now properly retain Ice Block’s visual effects for the duration of the Talent’s effects.
  • Fixed a bug that could cause Stealthed Heroes to fire a Basic Attack at a nearby enemy immediately after Mounting.
  • Fixed an issue that could allow Leoric to change direction while using March of the Black King.
  • Fixed an issue that could cause a Medivac to persist on the battlefield if Lt. Morales was killed while casting Medivac Dropship.
  • Damage prevented by Lt. Morales' Safeguard will now always be displayed in whole numbers.
  • The cooldown for Kerrigan’s Ravage will now be properly reset when it is used to destroy an enemy Structure.
  • Misha can now properly return to Rexxar if she is on the opposite side of an enemy Gate and an open path exists where a Wall was destroyed.
  • Sonya’s next Basic Attack after casting Ancient Spear will now properly benefit from the Follow Through Talent.
  • Heal over time and damage over time previews for Tyrande’s Shadowstalk and Kael’thas’ Living Bomb will now more accurately reflect the burst Healing and burst damage amounts at the end of each Ability’s effects.

User Interface

  • Legendary and Epic Hero Skins are now appropriately labeled as such on the Hero Select screen.
  • Fixed an issue that prevented mouse-wheel scrolling through the Friends List while browsing the Shop.
  • Players in Hero League draft lobbies can no longer be invited to join a Real-ID friend’s party.

Diablo III PTR Patch 2.4.0 Zvanične Informacije

U zvaničnim informacijama, možemo pročitati preliminarne PTR Patch izmene u 2.4.0 verziji. Imajte u vidu da Blizzard može nešto i da promeni u toku PTR testa, tako da izmene u live verziji mogu biti drugačije.
Originally Posted by Blizzard (Source)
d3ptr

PTR PATCH 2.4.0 - v2.4.0.34408
To provide feedback on patch 2.4.0, please visit the PTR Feedback forum.
To report any issues you experience while playing, please visit the the PTR Bug Report forum.
For additional information about the PTR, click here.

New Feature: Greyhollow Island
The mysterious forested locale of Greyhollow Island is now open for exploration! Inhabited by new enemies and steeped in intrigue, brave the wilds and unravel the enigma behind the isle's mysterious inhabitants. Be forewarned, however; the land itself is hungry for blood.
New Feature: Expanded Zones
The Sanctuary you know grows a little bit larger! Two existing zones are receiving new, fully explorable additions, featuring new bounties and events. Survive the hunting grounds of the fierce yeti in the Eternal Woods, a new branch of The Ruins of Sescheron zone. Leoric's Manor becomes a bit grander beyond the collapsed stairwell in Act I, opening up the Royal Quarters for curious treasure hunters.
New Feature: Set Dungeons

Test your mettle against one of twenty four custom designed set dungeons! Each dungeon features a pre-generated, static course designed entirely around a specific class set. Don all six pieces of your chosen set and visit Leoric's Library to obtain a clue on where these hidden trials are located. Hunt down your dungeon of choice and master it to unlock exclusive cosmetic rewards for one, more, or for the truly dedicated, all of these challenges!
New Feature: Empowered Rifts

Spend your gold to empower a Greater Rift, granting a fourth opportunity to upgrade a Legendary Gem. Gold costs vary based on the tier of Greater Rift level attempted, and bonus upgrades are granted only to those who complete the rift, so spend wisely! 
New Feature: Season Rebirth
Transition seamlessly from Season to Season with the new Season Rebirth feature! This option allows you to instantly transform a non-Seasonal hero to a fresh level 1 Season hero, maintaining their name and hours played. All gear is removed and automatically mailed to you in the non-Season, providing up to thirty days to reclaim the items at a later time. Paragon level, completed achievements, and other accomplishments also remain behind with your non-Seasonal heroes. 
New Feature: Revised Buff Bar
A cleaner, clearer user interface makes its way to all platforms with our revised buff bar! Static buffs have been removed from the buff bar area, replaced by new indicators and timers that have been added to the skill bar. We've also included a collapsible buff-holder, which condenses party and group buffs and can be expanded by moving your cursor over the indicator, revealing all your buffs at a moment's glance. 
New to PC: Action Combat
The popular console version of Action Combat makes its way to PC! Massacre, Destruction, and Trap Mastery bonuses are now granted to players who chain together death, destruction, and clever play. Earn bonus experience, a temporary boost to movement speed, or a buff to your resource generation through smart and tactical play.

GENERAL

  • Stash Tabs
    • A sixth Stash tab is now purchasable for 500,000 gold
    • One additional Stash tab per season (up to 4) will also be available to unlock by completing Seasonal objectives
    • Cosmetic pets now pick up gold for you
CLASSES
  • Taunt now causes monsters to consistently attack you
  • Barbarian
    • Active Skills
      • Battle Rage
        • Skill Rune - Ferocity
          • Movement speed bonus increased from 10% to 15%
      • Furious Charge
        • Skill Rune - Dreadnought
          • Maximum number of charges increased from 2 to 3
      • Ground Stomp
        • Skill Rune - Deafening Crash
          • Now also reduces the cooldown to 8 seconds
      • Leap
        • Skill Rune - Iron Impact
          • Has been redesigned
            • Gain 150% increased Armor for 4 seconds when you land
      • War Cry
        • Duration increased from 60 to 120 seconds
        • Skill Rune - Hardened Wrath
          • Has been redesigned
            • For the first five seconds, gain an additional 60% Armor
        • Skill Rune - Invigorate
          • Life regeneration granted increased from 8315 to 13411
      • Whirlwind
        • Attack speed will no longer cause Whirlwind to attack faster; instead the resource cost and damage will scale with attack speed
        • Skill Rune - Dust Devils
          • Increased the movement speed of the tornadoes
    • Passive Skills
      • Inspiring Presence
        • Group Life regeneration increased from 2% to 3%
      • Juggernaut
        • Crowd Control reduction amount increased from 30-50%
      • No Escape
        • Now also affects Seismic Slam
      • Pound of Flesh
        • Has been redesigned
          • When you are healed by a health globe, gain 2% of your maximum Life per second and 4% increased movement speed for 15 seconds. This bonus stacks up to 5 times.
      • Sword and Board
        • Has been redesigned
          • While wielding a shield, reduce all damage taken by 30% and all Fury costs by 20%
  • Crusader
    • Active Skills
      • Blessed Hammer
        • Skill Rune - Icebound Hammer
          • Has been removed
          • Replaced with
            • Crushing Blow
              • The hammer Slows enemies it passes through and has a 35% chance to explode on impact, dealing 460% weapon damage as Physical and Stunning enemies within 6 yards for 1 second
      • Bombardment
        • Skill Rune - Barrels of Tar
          • Has been removed
          • Replaced with
            • Barrels of Spikes
              • Each barrel also deals 1500% of your Thorns damage on impact
      • Consecration
        • Skill Rune - Frozen Ground
          • Has been removed
          • Replaced with
            • Bed of Nails
              • Enemies in the area of the Consecration also take damage equal to 100% of your Thorns every second
      • Iron Skin
        • Skill Rune - Reflective Skin
          • Has been redesigned
            • Your Thorns damage is increased by 100%
      • Steed Charge
        • Skill Rune - Ramming Speed
          • Has been removed
          • Replaced with
            • Spiked Barding
              • Deals 500% of your Thorns damage every second as you run
      • Sweep Attack
        • Skill Rune - Frozen Sweep
          • Has been removed
          • Replaced with
            • Inspiring Sweep
              • Every use of Sweep Attack increases your Armor by 20% for 3 seconds
    • Passive Skills
    • Bug Fixes
      • Fixed an issue that prevented the extra hammers created by Blessed Hammer - Limitless from benefitting from the Guard of Johanna damage bonus
      • Fixed an issue that caused enemies hit by the extra hammers created by Blessed Hammer - Limitless to be counted toward the Drakon's Lesson damage bonus
  • Demon Hunter
    • Demon Hunters may now use Quivers while wielding a melee weapon
    • Active Skills
      • Chakram
        • Skill Rune - Shuriken Cloud
          • Duration increased from 2 to 10 minutes
          • Now has a 10 second cooldown
      • Multishot
        • Skill Rune - Burst Fire
          • Has been removed
          • Replaced with
            • Wind Chill
              • Enemies hit are Chilled and have a 10% chance to be Critically Hit for 3 seconds
        • Skill Rune - Suppression Fire
          • Number of enemies affected increased from 2 to 4
      • Sentry
        • Skill Rune - Guardian Turret
          • Damage reduction increased from 15% to 25%
      • Shadow Power
        • Life per Hit increased from 16093 to 26821
        • Life per Hit is now increased by 25% of your Life on Kill
        • Skill Rune - Blood Moon
          • Now doubles the total Life per Hit granted by Shadow Power
        • Skill Rune - Well of Darkness
          • Discipline cost reduced from 10 to 8
      • Smoke Screen
        • Skill Rune - Special Recipe
          • Discipline cost reduced from 10 to 8
      • Strafe
        • Attack speed will no longer cause Strafe to attack faster; instead the resource cost and damage will scale with attack speed
      • Vengeance
        • Now also increases your damage done by 40%
        • Skill Rune - Dark Heart
          • Has been redesigned
            • Now reduces all damage taken by 50%
        • Skill Rune - From the Shadows
          • Freeze duration increased from 2 to 3 seconds
    • Passive Skills
    • Bug Fixes
      • Fixed an issue that prevented Cold attacks from applying Numbing Traps the first time they damaged an enemy with Iceblink equipped
  • Monk
    • Active Skills
      • Blinding Flash
        • Skill Rune - Soothing Light
          • Has been removed
          • Replaced with
            • Crippling Light
              • Enemies that are Blinded deal 40% reduced damage for 5 seconds after the Blind wears off
      • Fists of Thunder
        • Skill Rune - Static Charge
          • Now only has a chance to proc when the Monk that applied the effect hits an affected enemy
      • Inner Sanctuary
        • Skill Rune - Safe Haven
          • The Life per Second contribution has been reduced from 30% to 7%
      • Mantra of Healing
        • Skill Rune - Sustenance
          • The passive Life per Second contributed to your group has been reduced from 30% to 7%
      • Mystic Ally
        • Should now more consistently attack targets closer to you
        • Skill Rune - Enduring Ally
          • The passive Life per Second contributed to your group has been reduced from 30% to 7%
        • Skill Rune - Fire Ally
          • Explosion damage increased from 290% to 480% weapon damage
          • Number of allies reduced from 10 to 5
    • Bug Fixes
      • Fixed an issue that could sometimes prevent Sweeping Wind - Master of Wind from Freezing enemies
      • Fixed an issue that caused Exploding Palm - Impending Doom to overwrite other players' Exploding Palms
      • Fixed an issue that prevented the Exploding Palms applied by the Uliana's Stragegem (2) Set Bonus from benefitting from Way of the Hundred Fists - Assimilation's damage bonus
      • Fixed an issue that caused the Life per Second contribution from Inner Sanctuary - Safe Haven, and Mystic Ally - Enduring Ally to be increased by the Life per Second from other skills
  • Witch Doctor
    • Active Skills
      • Firebats
        • Skill Rune - Cloud of Bats
          • Radius increased from 12 to 15 yards
      • Grasp of the Dead
        • Skill Rune - Rain of Corpses
          • Duration in which the total damage is dealt reduced from 8 to 3 seconds
          • The effects of this rune can now stack
      • Haunt
        • Skill Rune - Draining Spirits
          • Damage type changed from Cold to Physical
      • Hex
        • Skill Rune - Toad of Hugeness
          • Will now lick and slow enemies, rather than swallow them, while you have the Spirit of Arachyr (4) Set Bonus equipped
      • Horrify
        • Cooldown reduced from 12 to 10 seconds
        • Skill Rune - Frightening Aspect
          • Armor bonus increased from 35% to 50%
      • Locust Swarm
        • Skill Rune - Diseased Swarm
          • Increased from 75% to 750% weapon damage
      • Mass Confusion
        • Skill Rune - Paranoia
          • Damage amplification increased from 20% to 30%
      • Soul Harvest
        • Cooldown reduced from 15 to 12 seconds
        • Skill Rune - Languish
          • Now grants 10% Armor per stack, up to a maximum of 5 stacks
      • Spirit Barrage
        • Weapon damage increased from 425% to 600%
        • Skill Rune - Phlebotomize
          • Has been redesigned
            • Now grants 6437 Life each time Spirit Barrage hits
        • Skill Rune - Manitou
          • Damage increased from 2900 to 6000% weapon damage over 20 seconds
      • Spirit Walk
        • Cooldown reduced from 12 to 10 seconds
        • Skill Rune - Severance
          • Has been redesigned
            • Now increases movement speed by an additional 100%
      • Wall of Death
        • Damage increased from 1000% to 1200% weapon damage
        • Skill Rune - Surrounded by Death
          • Duration increased from 4 to 5 seconds
          • Damage increased from 1000% to 1250% weapon damage
    • Passive Skills
      • Creeping Death
        • DoT duration increased from 300 to 3600 seconds
      • Spirit Vessel
        • No longer reduces the cooldown of Spirit Walk, Horrify, and Soul Harvest by 2 seconds
          • Note: The cooldowns of these skills have been reduced to compensate
  • Wizard
    • Shields granted by skills now scale with your maximum Life
    • Active Skills
      • Diamond Skin
        • Damage absorbed changed from 93337 to 20% of your Life
        • Skill Rune - Crystal Shell
          • Damage absorbed changed from 186675 to 40% of your Life
      • Magic Weapon
        • Skill Rune - Deflection
          • Damage absorbed changed from 10728 to 4% of your Life
    • Passive Skills
      • Dominance
        • Damage absorbed changed from 16093 to 2% of your Life
      • Galvanizing Ward
        • Damage absorbed changed from 81536 to 30% of your Life
    • Bug Fixes
      • Fixed an issue that prevented Arcane Torrent, Disintegrate, and Ray of Frost's damage from updating if your attack speed changed while channeling
  • Bug Fixes
    • Fixed an issue that could prevent you from clicking on some portals while you had certain skills bound to Left Mouse Button

ITEMS

  • Thorns damage granted by socketing a Marquise Topaz gem rank or higher in a weapon has been greatly increased
  • The damage range of the Thorns affix on items has been increased
    • Note: This change is retroactive for existing gear
  • Life per Hit granted by socketing an Amethyst into a weapon has been greatly increased for all ranks
  • Born's Defiance
    • (2) Set Bonus
      • Has been changed from Monster Kills grant +20 Experience to Increases bonus Experience by 20%
  • Cain's Fate
    • (2) Set Bonus
      • The Experience bonus has been increased from 30% to 50%
  • Corruption
    • Now rolls with guaranteed Increased Gold and Health Globe Pickup Radius, and Increased Health Globe and Potion Healing
  • Depth Diggers
    • Can now drop for Wizards
  • Endless Walk
    • Has been redesigned
      • (2) Set Bonus
        • While moving, damage taken is reduced by up to 50%
        • While standing still, damage dealt is increased by up to 100%
  • Halcyon's Ascent
    • Replaced the guaranteed Cooldown Reduction roll with a socket
  • Istvan's Paired Blades
    • Each stack now also increases your damage and Armor
  • Legacy of Nightmares
    • Has been redesigned
      • (2) Set Bonus
        • While this is your only item Set Bonus your damage dealt is increased by 800% and damage taken is reduced by 4% for every Ancient item you have equipped
  • Mantle of Channeling
    • New Legendary Shoulders
      • While channeling Whirlwind, Rapid Fire, Strafe, Tempest Rush, Firebats, Arcane Torrent, Disintegrate, or Ray of Frost, you deal 20-25% increased damage and take 25% reduced damage
  • Nagelring
    • Level required for this to drop has been raised from 11 to 40
  • Profane Pauldrons
    • No longer drop
  • Moratorium
    • Damage staggered increased from 25% to 35%
  • Mutilation Guard
    • Life threshold required to activate the secondary effect increased from 30% to 50%
  • Plague of Thorns
    • New Legendary Gem
      • Adds 30000 Thorns damage
      • Thorns damage increased by 1500 per rank
      • At rank 25 your Primary skills Taunt the first enemy hit or 2 seconds
  • Several existing Legendary items have been updated to include a unique Legendary power
    • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
    • Aquila Cuirass
      • Legendary Power added
        • While above 75-85% primary resource, all damage taken is reduced by 50%
    • Justice Lantern
      • Legendary Power added
        • Gain damage reduction equal to 50-65% of your Block chance
    • String of Ears
      • Legendary Power added
        • The melee damage reduction is now a Legendary Power and has been increased from 20-25% to 25-30%
  • Class-Specific Items
    • Barbarian
      • Band of Might
        • New Legendary Ring
          • After using Furious Charge, Ground Stomp, or Leap, gain 50-60% damage reduction for 8 seconds
      • Blade of the Tribes
        • New Legendary Mighty Weapon
          • War Cry and Threatening Shout cause an Avalanche and Earthquake
          • Rolls with +150-200% Earthquake damage
      • Blade of the Warlord
        • New Legendary Mighty Weapon
          • Bash consumes up to 40 Fury to deal up to 500-600% increased damage
      • Dread Iron
        • Now rolls with +150-200% Avalanche damage
      • The Legacy of Raekor
        • Has been redesigned
          • (2) Set Bonus
            • Furious Charge refunds a charge if it hits only 1 enemy
          • (4) Set Bonus
            • Furious Charge gains the effect of every rune and deals 400% increased damage
          • (6) Set Bonus
            • Every use of Furious Charge grants a stacking effect that increases the damage of your next Fury-spending attack by 300%
            • Every use of a Fury-spending attack consumes up to 5 stacks
      • Might of the Earth
        • (2) Set Bonus
          • Reduce the cooldown of Earthquake, Avalanche, Leap, and Ground Stomp by 1 second for every 40 Fury you spend
        • (4) Set Bonus
          • Leap causes an Earthquake when you land
          • Leap gains the effect of the Iron Impact rune and the duration is doubled
        • (6) Set Bonus
          • Increases the damage of Earthquake, Avalanche, Leap, Ground Stomp, and Ancient Spear by 800%
      • Oathkeeper
        • New Legendary Mighty Weapon
          • Your primary skills attack 50% faster and deal 150-200% increased damage
      • Skular's Salvation
        • New Legendary Bracers
          • Increases the damage of Ancient Spear - Boulder Toss by 100%
          • When your Boulder Toss hits 5 or fewer enemies the damage is increased by 150-200%
      • Vambraces of Sescheron
        • New Legendary Bracers
          • Primary skills heal you for 5-6% of your missing Life
    • Crusader
      • Akkhan's Addendum
        • Akarat's Champion gains the effects of the Prophet, and Embodiment of Power runes
      • Armor of Akkhan
        • (2) Set Bonus
          • Reduce the cost of all abilities by 50% while Akarat's Champion is active
        • (4) Set Bonus
          • Reduce the cooldown of Akarat's Champion by 50%
        • (6) Set Bonus
          • While Akarat's Champion is active, you deal 450% increased damage
      • Akkhan's Manacles
        • New Legendary Bracers
          • Blessed Shield damage is increased by 400-500% for the first enemy it hits
      • Akkhan's Leniency
        • New Legendary Two-Handed Flail
          • Each enemy hit by your Blessed Shield increases the damage of your Blessed Shield by 25-30% for 3 seconds
      • Blade of Prophecy
        • Now rolls with +75-100% Condemn damage
      • Bracer of Fury
        • New Legendary Bracers
          • Heaven's Fury deals 300-400% increased damage to enemies that are Blinded
      • Drakon's Lesson
        • Shield Bash damage bonus increased from 150-200% to 300-400%
      • Frydehr's Wrath
        • Now rolls with +150-200% Condemn damage
      • Golden Flense
        • Now rolls with +150-200% Sweep Attack damage
      • Jace's Hammer of Vigilance
        • Now rolls with guaranteed primary attribute
      • Jekangbord
        • Now rolls with +150-200% Blessed Shield damage
      • Norvald's Favor
        • New Set
          • (2) Set bonus
            • Every enemy killed while Steed Charge is active extends the duration by 0.5 seconds
            • Gain 100% increased damage for 5 seconds after Steed Charge ends
      • Roland's Legacy
        • (6) Set Bonus
          • Attack speed bonus increased from 30% to 50%
      • Shield of Fury
        • New Legendary Crusader Shield
          • Each time and enemy takes damage from your Heaven's Fury, it increases the damage they take from your Heaven's Fury by 15-20%
      • Thorns of the Invoker
        • Has been redesigned
          • (2) Set Bonus
            • Your Thorns damage now hits all enemies within a 15 yard radius around you
            • Each time you hit an enemy with Punish, or Slash, or block an attack your Thorns damage is increased by 50% for 2 seconds
          • (4) Set Bonus
            • You take 50% less damage for 8 seconds after casting Bombardment
          • (6) Set Bonus
            • Attack speed of Punish, and Slash increased by 50% and deal 600% of your Thorns damage to the first enemy hit
      • Unrelenting Phalanx
        • Now rolls with +45-60% Phalanx damage
      • Warhelm of Kassar
        • New Legendary Helm
          • Reduce the cooldown and increase the damage of Phalanx by 45-60%
    • Demon Hunter
      • Bombardier's Rucksack
        • Now rolls with +75-100% Sentry damage
      • Chain of Shadows
        • New Legendary Belt
          • After using Impale, your Vault costs no resource for 2 seconds
      • Danetta's Hatred
        • (2) Set Bonus
          • Now also increases the damage of Vault by 800%
      • Dead Man's Legacy
        • Now rolls with +75-100% Multishot damage
      • Elusive Ring
        • New Legendary Ring
          • After using Vault, Shadow Power, or Smoke Screen, take 50-60% reduced damage for 8 seconds
      • Embodiment of the Marauder
        • (4) Set Bonus
          • Now also increases the damage of Sentries by 200%
        • (6) Set Bonus
          • Damage bonus per active Sentry increased from 100% to 400%
          • Damage bonus now also applies to Companion and Vengeance
      • Fortress Ballista
        • New Legendary Hand Crossbow
          • Attacks grant you an absorb shield for 4-5% of your maximum Life, stacking up to 10 times
      • Hellrack
        • Now rolls with guaranteed primary attribute
      • K'mar Tenclip
        • Now rolls with +75-100% Strafe damage
      • Karlei's Point
        • New Legendary Dagger
          • Impale returns 15-20 Hatred if it hits an enemy that has already been Impaled
      • Lianna's Wings
        • New Legendary Hand Crossbow
          • Shadow Power also triggers Smoke Screen
            • Note: This item adds a 2.5 second cooldown to Shadow Power
      • Lord Greenstone's Fan
        • New Legendary Dagger
          • Every second gain 250-300% increased damage for your next Fan of Knives
            • This effect can stack up to 30 times
      • Natalya's Vengeance
        • (2) Set Bonus
          • Rain of Vengeance cooldown reduction increased from 2 to 4 seconds
        • (6) Set Bonus
          • Damage reduction increased from 30% to 50%
      • The Shadow's Mantle
        • Helm and Shoulder pieces have been added to this set
        • Has been redesigned
          • (2) Set Bonus
            • All damage is increased by 1000% while you have a melee weapon equipped
          • (4) Set Bonus
            • Shadow Power gains the effect of all runes and lasts forever
          • (6) Set Bonus
            • Impale deals an additional 40,000% weapon damage to the first enemy hit
      • Sword of Ill Will
        • New Legendary Sword
          • Chakram deals 1.0-1.4% increased damage for each point of Hatred you have
      • Unhallowed Essence
        • (4) Set Bonus
          • Damage bonus and damage reduction increased from 20% to 40%
        • (6) Set Bonus
          • Damage bonus now also applies to Vengeance
      • Valla's Bequest
        • Now rolls with +75-100% Strafe damage
      • Visage of Gunes
        • New Legendary Helm
          • Vengeance gains the effect of the Dark Heart rune
      • Wojahnni Assaulter
        • Now rolls with guaranteed primary attribute
      • Zoey's Secret
        • New Legendary Belt
          • You take 6-7% less damage for each Companion you have active
    • Monk
      • Bindings of the Lesser Gods
        • New Legendary Bracers
          • Enemies hit by your Cyclone Strike take 150-200% more damage from your Mystic Ally for 5 seconds
      • Cesar's Memento
        • New Legendary Bracers
          • Enemies take +300-400% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun
      • Gyana Na Kashu
        • Now rolls with +75-100% Lashing Tail Kick damage
      • Inna's Mantra
        • (6) Set Bonus
          • Has been redesigned
            • Gain the effects of every Mystic Ally rune at all times and your damage is increased by 50% for each Mystic Ally you have
      • Inna's Reach
        • Bonus Mystic Ally damage increased from 20-25% to 75-100%
      • Kyoshiro's Blade
        • New Legendary Fist Weapon
          • When the initial impact of your Wave of Light hits 3 or fewer enemies, the damage is increased by 200-250%
          • Increases the damage of your Wave of Light by 150%
      • Kyoshiro's Soul
        • New Legendary Belt
          • Sweeping Wind gains 2 stacks every second it does not deal damage to any enemies
          • Rolls with 100-125% Sweeping Wind damage
      • Lefebvre's Soliloquy
        • New Legendary Shoulders
          • Cyclone Strike reduces your damage taken by 40-50% for 5 seconds
      • Monkey King's Garb
        • Has been redesigned
          • (2) Set Bonus
            • Your damage taken is reduced by 5% for each stack of Sweeping Wind you have
          • (4) Set Bonus
            • Every Second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 500% weapon damage for each stack of Sweeping Wind you have
          • (6) Set Bonus
            • Lashing Tail Kick, Tempest Rush, and Wave of Light consume a stack of Sweeping Wind to deal 1000% increased damage
      • Pinto's Pride
        • New Legendary Bracers
          • Wave of Light also Slows enemies by 80% for 3 seconds and deals 125-150% increased damage
      • Riviera Dancers
        • New Legendary Boots
          • Lashing Tail Kick attacks 50% faster and deals 250-300% increased damage
      • Tzo Krin's Gaze
        • Wave of Light bonus damage increased from 20-25% to 125-150%
      • Vengeful Wind
        • Number of Sweeping Wind stacks increased from 3 to 6-7
    • Witch Doctor
      • Lakumbra's Ornament
        • New Legendary Bracers
          • Reduces all damage taken by 5% for each stack of Soul Harvest you have
      • Manajuma's Way
        • (2) Set Bonus
          • Hex - Angry Chicken bonus damage increased from 200% to 400%
      • Mordullu's Promise
        • New Legendary Axe
          • Firebomb generates 100-125 Mana
      • Raiment of the Jade Harvester
        • (2) Set Bonus
          • Instant Haunt damage dealt increased from 10 to 120 seconds worth
        • (4) Set Bonus
          • Now also reduces the cooldown of Soul Harvest by 1 second when you cast Haunt or Locust Swarm
        • (6) Set Bonus
          • Increased the amount of DoT damage detonated by Soul Harvest to 300 seconds worth
      • Ring of Emptiness
        • New Legendary Ring
          • You deal 75-100% increased damage to enemies affected by both your Haunt and Locust Swarm
      • Staff of Chiroptera
        • New Legendary Staff
          • Firebats attacks 100% faster and costs 70-75% less Mana
      • Vile Hive
        • New Legendary Mojo
          • Locust Swarm gains the effect of the Pestilence rune and deals 45-60% increased damage
      • Voo's Juicer
        • New Legendary Dagger
          • Spirit Barrage gains the effects of the Phlebotomize and The Spirit is Willing runes
          • Rolls with +45-60% Spirit Barrage damage
      • Wilken's Reach
        • New Legendary Mojo
          • Removes the cooldown of Grasp of the Dead
          • Rolls with +45-60% Grasp of the Dead
    • Wizard
      • Deathwish
        • New Legendary Sword
          • While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 75-100%
      • Delsere's Magnum Opus
        • (6) Set Bonus
          • Damage bonus increased from 750% to 1500%
      • Etched Sigil
        • New Legendary Source
          • Your Arcane Torrent, Disintegrate, and Ray of Frost also cast your other damaging Arcane Power Spenders every second
      • Firebird's Finery
        • (2) Set Bonus
          • Cooldown reduced from 500 to 60 seconds
        • (4) Set Bonus
          • Dealing Fire damage causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire per second. After reaching 3000% damage per second, the enemy will burn until they die.
        • (6) Set Bonus
          • Your damage is increased by 100% for each enemy that is burning. Elites that are burning increase your damage by 1500%.
      • Firebird's Talons
        • Replaced the guaranteed Attack Speed roll with Critical Hit Chance
      • Hergbrash's Bindings
        • New Legendary Belt
          • Reduces the Arcane Power cost of Arcane Torrent, Disintegrate, and Ray of Frost by 50-65%
      • Primordial Soul
        • New Legendary Source
          • Elemental Exposure's damage bonus per stack is increased to 10%
      • The Shame of Delsere
        • New Legendary Belt
          • Your Signature Spells attack 50% faster and restore 9-12 Arcane Power
      • Tal Rasha's Allegiance
        • No longer rolls with guaranteed Vitality
      • Tal Rasha's Elements
        • (4) Set Bonus
          • Increased duration from 6 to 8 seconds
        • (6) Set Bonus
          • Increased damage bonus from 150% to 200%
          • Increased duration from 6 to 8 seconds
      • Triumvirate
        • Arcane Orb damage bonus increased from 75-100% to 150-200%
      • The Twisted Sword
        • New Legendary Sword
          • Energy Twister damage is increased by 75-100% for each Energy Twister you have out
      • Unstable Scepter
        • New Legendary Wand
          • Arcane Orb's explosion triggers an additional time
          • Rolls with 50-65% Arcane Orb damage
    • Several existing class-specific Legendary items have been updated to include a unique Legendary power
      • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
      • Barbarian
        • Standoff
          • Legendary Power added
            • Furious Charge gains increased damage equal to 200-250% of your bonus movement speed
      • Crusader
        • Heart of Iron
          • Legendary Power added
            • Gain Thorns equal to 400-500% of your Vitality
        • Hammer Jammers
          • Legendary Power added
            • Enemies take 300-400% increased damage from your Blessed Hammers for 10 seconds after you hit them with a Blind, Immobilize, or Stun
      • Demon Hunter
        • Dawn
          • Legendary Power added
            • Reduces the cooldown of Vengeance by 45-60%
        • Manticore
          • Legendary Power added
            • Reduces the cost of Cluster Arrow by 75-100%
          • Now rolls with +30-40% Cluster Arrow damage
        • Sin Seekers
          • Legendary Power added
            • Rapid Fire no longer has a channel cost
          • Now rolls with +45-60% Rapid Fire damage
      • Monk
        • Balance
          • Legendary Power added
            • When your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance
            • Now rolls with +150-200% Tempest Rush damage
      • Witch Doctor
        • Last Breath
          • Legendary Power added
            • The 15-20 second Mass Confusion cooldown reduction is now a Legendary Power
        • Thing of the Deep
          • Legendary Power added
            • The 20 yard Pickup radius is now a Legendary Power
    • Bug Fixes
      • Fixed an issue that prevented the 50% damage bonus from Focus from increasing Thorns damage
      • Fixed an issue that caused the Natalya's Vengeance (2) Set Bonus to sometimes reduce the coolown of Rain of Vengeance faster than intended
      • Fixed an issue that caused the Locust Swarms cast by Wormwood to generate Fetishes from Belt of Transcendence
      • Fixed an issue that could sometimes prevent Flying Dragon from increasing attack speed by the correct amount
      • Fixed an issue that caused the attack speed buff granted by Flying Dragon to be removed when using a potion
      • Fixed an issue that prevented Teleport - Calamity from being counted as a resource spending attack while Aether Walker was equipped
      • Fixed an issue that caused Archon - Wave of Destruction to grant Chantodo's Resolve stacks
      • Fixed an issue that prevented Fate of the Fell from duplicating the ground effect from Heaven's Fury - Blessed Ground
      • Fixed an issue that prevented the Phalanxes that spawned from Falling Sword - Rise Brothers from benefitting from the Seeker of the Light (6) Set Bonus

ADVENTURE MODE

  • A new recipe has been added to Kanai's Cube
  • An arrow will now indicate the location of the Keywarden if you are in a zone where one is present
  • The names and descriptions of the Keywardens and the items they drop have been changed to correspond to the respective realms their machines open and the organs dropped in those realms
  • Bounties
    • Numerous bounties have been added to the game
    • The helpful locator ping now shows up instantly for boss, and dungeon clear bounties
    • The number of act specific crafting materials contained in Horadric and bonus caches has been increased from 4 to 5 on Torment X
  • Nephalem Rifts
    • The amount of progression granted by progress orbs in Nephalem and Greater Rifts has been increased
    • The number of progression orbs dropped by Rare monsters has been increased from 3 to 4
    • The total amount of progress required to complete a rift has been increased
    • Several new tile sets based on the new zones introduced in Patch 2.3.0 and 2.4.0 have been added for Nephalem Rifts
    • New snow and forest themed monster population types have been added for Nephalem Rifts
    • Pylons
      • Conduit
        • Reduced the number of enemies that can be hit by each damage pulse
      • Shielding
        • Duration increased from 30 to 60 seconds
      • Speed
        • Now also grants 30% attack speed
  • Bug Fixes
    • Fixed an issue that caused Conduit pylon to deal damage while players were ghosts

CRAFTING

  • Death's Breath icon and tooltip color has been changed to teal

MONSTERS

  • Experience granted by all monsters at level 70 has been increased
  • Monster health has been reduced in solo, 2, and 3 player Greater Rifts
  • Packs with the Frozen affix now have an increased delay between their Frozen casts
  • Ghom
    • All versions
      • Now more reliably spawns slimes on ranged targets
      • Extended the damage range on his breath attack to more closely match the visual
      • Increased breath attack damage, but it now deals its damage over 2 seconds
    • The Foul Desecrator
      • Slightly increased Gas Cloud damage
  • Morlu Incinerators
    • Greatly increased the cooldown of their teleport
  • Winged Assassins
    • Slightly reduced damage dealt
  • Wraiths
    • Reduced the range of their Soul Siphon attack
    • Reduced damage dealt
  • Rift Guardians
    • Rift Guardians will now teleport to a player if there is a very long walking distance between them
    • Rift Guardians now drop a guaranteed Forgotten Soul at Torment VII and have a chance, increased by difficulty level, to drop a second Forgotten Soul
    • Agnidox
      • Fire Nova projectile damage radius has been slightly reduced to more closely match the visual effect
      • Reduced the number of projectiles that Fire Nova creates
      • Now has a melee attack
    • Blighter
      • Melee attack damage type changed to Physical
      • Poison attack radius has been slightly reduced to more closely match the visual effect
    • Bloodmaw
      • Leap attack damage radius has been slightly reduced to more closely match the visual effect
      • Significantly reduced the attack speed granted by Frenzy
    • The Choker
      • Greatly reduced the radius of his large AoE attack
      • Slightly reduced the number of small AoE explosions that follow the large AoE attack
      • Reduced the maximum number of slimes summoned by 1
      • Now summons slimes more frequently
    • Cold Snap
      • Now summons Frozen pulse orbs more frequently as he loses health
      • Now begins casting Frozen bombs sooner
      • Reduced the number of Frozen bombs he summons by 1
    • Ember
      • Increased Meteor impact damage, but it will now do more consistent damage throughout the encounter
      • Can no longer cast two Meteors at the same time
      • Now casts Meteor more frequently when his health drops below a certain threshold
      • Meteor damage radius has been slightly reduced to more closely match the visual effect
      • Meteors now target a random player
      • Increased summoned Fallen Magus heath
      • Increased the minimum number of Fallen Lunatics that can be summoned
      • No longer runs from pets
    • Hamelin
      • Melee attack damage increased
      • Credit for killing him, and completing a rift, will now be granted immediately upon death
    • Infernal Maiden
      • Reduced the number of projectiles created by her Fire Nova attack
      • Fire Nova projectile sized has been slightly reduced to more closely match the visual effect
      • Mortars created by her spin attack now target players
    • Lord of Bells
      • Can no longer cast Threatening Shout
      • Melee attack damage type changed to Physical
    • Perendi
      • Collapse Ceiling is no longer tied to his melee attack
      • Collapse Ceiling is now cast on a random player
      • Now occasionally teleports to a random player
      • The Armored Destroyers now descend from the sky when summoned
      • Increased summoned Armored Destroyer damage
    • Raiziel
      • Lightning projectiles damage type changed to Holy
    • Rime
      • Melee attack damage type changed to Physical
      • Melee attack damage has been increased
    • Saxtris
      • Now summons adds less frequently
      • Now summons tornadoes more frequently when his health drops below a certain threshold
    • Stonesinger
      • No longer spawns clones
      • Now summons stone turrets that fire mortars and can be destroyed
      • Now has a charge attack
      • Now has a knockback
    • Tethrys
      • Melee attack damage type changed to Physical
    • Voracity
      • Melee attack damage type changed to Physical
  • Bug Fixes
    • Fixed an issue that allowed Agnidox to sometimes cast fireballs twice in rapid succession
    • Fixed an issue that could prevent the Lord of Bells from attacking

USER INTERFACE

  • An option has been added to truncate very large damage numbers
  • New item comparison tooltips have been added for followers
  • Skill buttons now flash when their cooldown has completed

Legion Class Preview - Rogue

U ovom blogu Blizzard nam govori o izmenama Rogue klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Rogue—to find out what’s in store for a different class, check out the overview.

We finish off our early look at class and specialization design with the Rogue. In these blogs, we’ve been exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Rogue in World of Warcraft.

Rogues fend for themselves, looking for fights in which they dictate the terms. They’re the shadows in the night that remain unseen until the right moment comes to strike—then they dispatch an opponent with quick blade work or a deadly toxin snuck acutely into the bloodstream. Rogues are opportunistic thieves, bandits, and assassins, but there’s an unparalleled art to what they do.

As with Hunters, the three Rogue specializations have long suffered from a lack of distinct identity. What truly sets an Assassination Rogue apart from Subtlety? And just what is a “Combat” Rogue anyway? Aren’t all three pretty focused on the art of combat? With that in mind, we’re making some bold changes that take each spec in a much more pronounced direction. We’re finding what makes them each special and amplifying their fantasy by creating abilities and talents unique to each spec that better align with their core theme.


Assassination
One of the favorite tools of the assassin is a pair of daggers coated with vicious poisons. The damage they inflict is deceiving at first—the initial wounds often seem survivable, even superficial. Then the toxins set about their business. Wounds don’t close, and blood loss continues unabated. Assassins begin their work stealthily, choosing their targets and methods of engagement carefully—but once committed to a course of action, they stick to their target until the job is done rather than disappearing into the shadows to avoid their quarry’s blows.

"Assassins begin their work stealthily, choosing their targets and methods of engagement carefully"

Gameplay
For Rogues, no specialization describes itself better than Assassination, which also remains closely aligned with its existing fantasy. And we’re further enhancing those themes through their gameplay. First, this is now the only Rogue spec with access to poisons and bleeds, making much of your damage a little more delayed, but nonetheless massive. In addition, Venomous Wounds triggers based on a combination of bleeds and poisons now to accentuate that gameplay. Assassination is home to the most volatile combo-building. Mutilate is already effective in this regard, but Seal Fate needed some improvement—it now can trigger from both hands with Mutilate.

Here’s a basic look at the core combat abilities for Assassination Rogues:
  • Garrote
    • 45 Energy, Melee Range, Instant, 15 sec cooldown
    • Garrote the enemy, causing strong damage over 18 sec and awarding 1 combo point. Silences the target for 3 sec when used from Stealth.
  • Mutilate
    • 55 Energy, Melee Range, Instant
    • Attack with both weapons, dealing strong Physical damage. Awards 2 combo points.
  • Envenom
    • 35 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that drives your poisoned blades in deep, dealing instant Nature damage and increasing your poison application chance by 30%. Damage and duration increased per combo point.
  • Rupture
    • 25 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that tears open the target, dealing bleed damage over time. Lasts longer per combo point.
  • Seal Fate
    • Passive
    • When you critically strike with a melee attack that generates combo points, you gain an additional combo point.
  • Venomous Wounds
    • Passive
    • You regain 10 Energy each time you deal Bleed damage to a poisoned target.
  • Mastery: Potent Poisons
    • Increases the damage done by your poisons by 70% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Assassination-specific talents:
  • Elaborate Planning
    • Passive
    • Your finishing moves grant 20% increased damage done for 4 sec.

Combat
GONE!
OK, not exactly. The lack of a clear theme for the Combat Rogue really gave us an opportunity to reimagine the spec in Legion, to ensure that they have their own depth of character and a unique fighting style that sets them apart from the other Rogue specs.


Outlaw
"To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat—and they can’t shy away from fighting dirty"

Outlaw rogues are the unscrupulous scoundrels of Azeroth. Operating outside the law, they bend the rules and distort the truth to get what they need. While they share plenty in common with other rogues, these outlaws have little use for tact or discretion, happy to engage in a tavern brawl or spontaneous duel, rarely patient enough to wait in stealth for the opportune time to engage. To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat—and they can’t shy away from fighting dirty. If blade fails to cut too deeply, the outlaw takes advantage of a concealed pistol, catching the enemy by surprise with a quick blast.

Gameplay
To achieve the “swordmaster” fantasy we’re going for with the Outlaw Rogue, we’re giving them several new and upgraded abilities, such as Saber Slash and Pistol Shot. We’re also deemphasizing Stealth, with Ambush being their only remaining opening move. Stealth will still provide its core Rogue utility, but Outlaws are more comfortable fighting toe-to-toe with a sword than skulking about. Finally, we’re ensuring that Outlaws retain several signature abilities from Combat, such as Adrenaline Rush and Blade Flurry. These abilities provide a good basis on which to build new and distinct flavor. A wide variety of talents enhance the fantasy further with themes of the swordmaster, brawler, or even pirate.

Here’s a basic look at the core combat abilities for Outlaws:
  • Saber Slash
    • 50 Energy, Melee Range, Instant
    • Viciously slash an enemy, causing moderate Physical damage and awarding 1 combo point. Saber Slash has a 35% chance to strike an additional time, granting additional damage and combo point, and making your next Pistol Shot free.
  • Pistol Shot
    • 40 Energy, 20 yd range, Instant
    • Draw a concealed pistol and fire a quick shot at an enemy, dealing moderate Physical damage and reducing movement speed by 50% for 6 sec. Awards 1 combo point.
  • Slice and Dice
    • 25 Energy, Instant
    • Finishing move that consumes combo points to increase attack speed by 40%. Lasts longer per combo point.
  • Run Through
    • 35 Energy, 1 to 5 Combo Points, 8 yd range, Instant
    • Lunging finishing move that causes damage per combo point and has increased range.
  • Combat Potency
    • Passive
    • Your off-hand attacks have a chance to generate 15 Energy. Slower weapons have a higher chance.
  • Ruthlessness
    • Passive
    • Your finishing moves have a 20% chance per combo point spent to grant a combo point.
  • Mastery: Main Gauche
    • Your main-hand attacks have a 44% (with Mastery from typical gear) chance to trigger an attack with your off-hand that deals minor Physical damage.

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Outlaw-specific talents:
  • Quick Draw
    • Passive
    • Free uses of Pistol Shot granted by Saber Slash now generate 1 additional combo point, and deal 50% increased damage.


Subtlety
Subtlety rogues are the masters of the shadows, and they strike unseen. They don’t have the lethal poison-tipped daggers of the assassin or the brawling prowess of the outlaw, but their acumen on the battlefield and ability to hide in plain sight are unrivaled. Some claim the art of subtlety looks like malevolent shadow magic—but no matter from where their power is derived, these rogues are capable of performing devastating assaults on their enemies, slipping away unharmed to strike again without detection. Most rogues train their entire lives to learn how to walk in the shadows—subtlety rogues were born there.

"The subtlety rogue's acumen on the battlefield and ability to hide in plain sight are unrivaled"

Gameplay
As the true masters of stealthy gameplay, we’ve pushed Subtlety further toward making heavy use of Stealth as their primary combat mechanic. The new version of Shadow Dance allows Subtlety to weave in and out of Stealth rotationally. Meanwhile, Shadowstrike provides incredible mobility for attacking from Stealth. Finally, to further reinforce the matter of their relationship with sinister Shadow magic, Subtlety makes use of a new ability called Nightblade, which applies Shadow damage over time.

Here’s a basic look at the core combat abilities for Subtlety Rogues:
  • Shadowstrike
    • 40 Energy, 30 yd range, Instant, Requires Stealth
    • Strike through the shadows, appearing behind your target and dealing strong Physical damage. Awards 2 combo points.
  • Backstab
    • 35 Energy, Melee Range, Instant
    • Stab the target, causing moderate Physical damage. Damage increased by 30% when behind your target. Awards 1 combo point.
  • Nightblade
    • 25 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that infects the target with shadowy energy, dealing Shadow damage over time and reducing movement speed by 50%. Damage and duration increased per combo point.
  • Eviscerate
    • 35 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that disembowels the target, dealing increased damage per combo point.
  • Shadow Dance
    • Passive
    • Your finishing moves have a 20% chance per combo point to activate Stealth. For 3 sec, this Stealth will not break when you autoattack or take damage. When this effect occurs, a Shadow Decoy will appear nearby, confusing your enemies.
    • Developer Comment: This will function differently in PvP, granting the use of abilities that require Stealth, but not actually providing Stealth.
  • Shadow Techniques
    • Passive
    • Your autoattacks have a chance to generate a combo point.
  • Mastery: Executioner
    • Increases the damage done by your finishing moves by 55% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Subtlety-specific talents:
  • Relentless Strikes
    • Passive
    • You gain an additional 40 Energy when you enter Stealth.

We hope you’ve enjoyed this early preview of our approach to Rogue class and specialization design in World of Warcraft: Legion. We’re looking forward to hearing more feedback and sharing in ongoing conversations with the community regarding these and all of the other changes we’ve discussed in this series, and we’re excited to get this information out before our broader beta phase to make sure we have as much time as possible to iterate and carry on the conversation.

Thanks for reading, and we’ll see you in the Legion beta!

Legion Class Preview - Druid

U ovom blogu Blizzard nam govori o izmenama Druid klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Druid—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Druid. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying out the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Druid in World of Warcraft.

Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline—it’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia.

Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creature and access powers as distinct as they are diverse.

Known for hybrid utility and shapeshifting, Druids have four diverse and well-established specializations. In Legion, we’re focusing on empowering Balance gameplay, strengthening the cohesion of Guardian abilities and their fantasy themes, and renewing Druids’ overall trait of shapeshifting between forms to fulfill distinct functions.

Making use of multiple forms for different situations has been difficult for many years, either due to a lack of access to the “off-spec” talents that make your alternate forms feel strong or because the process itself has felt overwhelming and convoluted. To help solve this issue, we’re taking a new route by replacing Heart of the Wild with a full row of Affinity talents, which essentially allow every Druid to choose an off-spec from the remaining three specializations.

Affinities provide two benefits: first, a passive ability that is useful at all times, even to your main role; second, access to multiple key abilities to use in associated shapeshifting forms. To give you a sense for how choosing your Affinity will impact gameplay, regardless of what form you’re in, here’s a look at the passive abilities they grant:
  • Balance Affinity
    • Astral Influence: Increases the range of all spells, abilities, and autoattacks by 5 yds.
  • Feral Affinity
    • Feline Swiftness: Increases movement speed by 15%.
  • Guardian Affinity
    • Thick Hide: Reduces all damage taken by 10%.
  • Restoration Affinity
    • Ysera’s Gift: Constantly heals the Druid, or allies when the Druid is at full health.

Unlike Heart of the Wild, Affinities are not temporary buffs. This enhanced access to an off-spec, delivered through a cleaner game mechanic, empowers Druids of any specialization to make interesting situational combat decisions.


Balance
The elements that carve form into the universe are fluid forces of nature. Some beings seek to bend the power of these natural elements to their will. Druids, however, worship the protecting spirits of nature. Long ago, nature’s equilibrium was thrown out of balance, leaving the world vulnerable to catastrophic events, including the first invasion of the Burning Legion.

By leveraging the sacred powers of the moon, the sun, and the stars, balance druids access arcane and nature magics—made more potent still through shapeshifting, when the spellcaster takes the form of the moonkin—to aid in the fight against imbalance that threatens the natural order of all things.

"Balance druids access arcane and nature magics to aid in the fight against imbalance that threatens the natural order of all things"

Gameplay
Balance Druids have had a variety of cyclical rotations over the years. The core design problem in all of these cycles is that they’ve forced players into watching closely for UI cues and casting spells in largely predetermined orders. The Legion design is focused on providing a flexible combat experience, where you can use abilities as you’d like, and each has a specific purpose. The Eclipse Bar has been completely replaced by an Astral Power resource, which is built and spent, and provides a platform for abilities to create interesting, engaging, and powerful effects. Balance gameplay will center on maintaining your DoTs, generating Astral Power with a mixture of Lunar Strike and Solar Wrath, and spending Astral Power on either Starsurge or Starfall.

Here’s a basic look at the core combat abilities for Balance Druids:
  • Moonfire
    • 45 yd range, Instant
    • A quick beam of lunar light burns an enemy for minor Arcane damage and then an additional strong Arcane damage over 18 sec.
    • Usable while in Bear Form.
  • Sunfire
    • 45 yd range, Instant
    • A quick beam of solar light burns an enemy for minor Nature damage and then an additional strong Nature damage over 14 sec to the primary target and all enemies within 5 yards.
  • Lunar Strike
    • 45 yd range, 2.5 sec cast
    • Call down a strike of lunar energy, causing strong Arcane damage to the target, and minor Arcane damage to all other enemies within 5 yards.
    • Generates 15 Astral Power.
  • Solar Wrath
    • 45 yd range, 1.5 sec cast
    • Hurl a ball of solar energy at the target, dealing moderate Nature damage.
    • Generates 9 Astral Power.
  • Starsurge
    • 40 Astral Power, 45 yd range, Instant
    • Launch a surge of stellar energies at the target, dealing massive Astral damage.
    • Also grants you Lunar and Solar Empowerments, which increase the damage of your next Lunar Strike or Solar Wrath by 30%, respectively. You can accumulate up to 3 of each Empowerment.
  • Starfall
    • 60 Astral Power, 45 yd range, Instant
    • Calls down waves of falling stars that damage enemies at the targeted location. Deals strong Astral damage over 8 sec.
    • Enemies in your Starfall take 30% additional damage from your Moonfire and Sunfire.
  • Mastery: Starlight
    • Increases the damage of Starfall and Starsurge, and the effect of the Empowerments that they grant by an additional 30% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Balance-specific talents:
  • Blessing of the Ancients
    • Instant
    • Gain a Blessing of the Ancients, activating or swapping between one of the two following beneficial effects:
      • Blessing of Elune – Increases Astral Power generated by Solar Wrath and Lunar Strike by 50%.
      • Blessing of An’she – Grants 3 Astral Power every 2 sec.


Feral
Feral druids also seek to curb imbalance in nature. They observe the fantastic intricacies of the physical world and the delicate fabric in which all living creatures are given purpose. Whether on land or in the sea, in a lush jungle or an uncultivated desert, death is part of the cycle which sustains life. Nature is an eternal dance between predator and prey.

As a shapeshifter, the feral druid endlessly pursues a greater understanding of this truth. They seek a visceral connection to the wild, and in combat take the form of a deadly feline predator. Feral druids become ferocious, agile stalkers—ripping, biting, and bleeding their enemies dry. The forces of chaos are tamed by the druid’s primal fury.

"Feral druids become ferocious, agile stalkers—ripping, biting, and bleeding their enemies dry"

Gameplay
Feral Druids have a solid gameplay foundation that complements their fiction. Design changes in Legion are tempered, and we’re paying the most attention to talent options that provide a wider array of combat customization. Making Savage Roar optional in the talent tree in Warlords worked well to open up gameplay opportunities. We’re taking this approach further by flipping it around—Savage Roar is now a talent choice matched against two compelling alternatives that cater to different play styles.

Here’s a basic look at the core combat abilities for Feral Druids:
  • Shred
    • 40 Energy, Melee Range, Instant
    • Shred the target, causing moderate Physical damage to the target. Awards 1 combo point.
    • Damage increased by 20% against bleeding targets.
    • While stealthed, Shred deals 20% increased damage, and has double the chance to critically strike.
  • Rake
    • 35 Energy, Melee Range, Instant
    • Rake the target for minor Bleed famage and an additional strong Bleed damage over 15 sec. Reduces the target’s movement speed by 50% for 12 sec. Awards 1 combo point.
    • While stealthed, Rake will also stun the target for 4 sec.
  • Rip
    • 30 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that causes massive Bleed damage over 24 sec. Damage increases per combo point.
  • Ferocious Bite
    • 25 Energy, 1 to 5 Combo Points, Melee Range, Instant
    • Finishing move that causes damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.
    • When used on targets below 25% health, Ferocious Bite will also refresh the duration of your Rip on the target.
    • Critical strike chance doubled against bleeding targets.
  • Omen of Clarity
    • Passive
    • Your autoattacks have a chance to reduce the Energy cost of your next Cat Form ability by 100%.
  • Primal Fury
    • Passive
    • You gain an additional combo point when you critically strike with a combo-generating attack.
    • Damage over time cannot trigger this effect.
  • Mastery: Razor Claws
    • Increases the damage done by your Cat Form bleed abilities by 60% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Feral-specific talents:
  • Jagged Wounds
    • Passive
    • Your Rip, Rake, and Thrash abilities deal the same damage as normal, but in 33% less time.


Guardian
Like their feral brothers and sisters, guardian druids attune themselves to nature through the animal kingdom. They commune with the wild to understand how life perseveres through adversity. They know that the creatures who survive are often those built to best protect themselves and their kin. In this, the guardian druid finds a deep and harmonious value in the steadfast—all the while recognizing that sturdiness requires an aggressive stance when danger comes near.

Taking the form of a great bear, the guardian druid becomes a massive wall of fur, claw, tooth, and rage, aided by the forces of nature, standing between allies and any opposing threats.

"Taking the form of a great bear, the guardian druid becomes a massive wall of fur, claw, tooth, and rage, aided by the forces of nature, standing between allies and any opposing threats"

Gameplay
Powerful themes fuel the Guardian Druid, but the gameplay falls short of delivering on them. In particular, Guardian Druids have had a strong emphasis on avoidance, dodging attacks more than almost any other tank, with abilities accentuating that. However, this doesn’t mesh well with the image of the tough and sturdy bear. We want Guardian Druids to survive through their sheer tenacity, thick hide, massive resilience, and strong regeneration. To this end, we’ve redesigned several parts of the Druid combat ability toolkit to instead focus on those core defensive ideas—health, armor, mitigation, and regeneration—while deemphasizing dodge.

Here’s a basic look at the core combat abilities for Guardian Druids:
  • Mangle
    • Melee Range, Instant, 6 sec cooldown
    • Mangle the target for strong Physical damage, reducing the target’s movement speed by 50% for 12 sec. Deals 20% additional damage against bleeding targets.
    • Generates 5 Rage.
  • Lacerate
    • Melee Range, Instant, 3 sec cooldown
    • Lacerates the enemy target, dealing moderate Bleed damage and an additional moderate Bleed damage over 15 sec. Stacks up to 3 times.
    • Lacerate has a 25% chance to reset the cooldown on Mangle.
  • Thrash
    • Instant, 6 sec cooldown
    • Strikes all enemy targets within 8 yards, dealing minor Bleed damage and applying Lacerate for an additional moderate Bleed damage over 15 sec.
  • Moonfire
    • 40 yd range, Instant
    • A quick beam of lunar light burns the enemy for minor Arcane damage and then an additional strong Arcane damage over 12 sec.
    • Usable while in Bear Form.
  • Defensive
    • Ironfur
      • 40 Rage, Instant
      • Increases armor by 100% for 6 sec.
      • Multiple uses of this ability may overlap.
    • Mark of Ursol
      • 40 Rage, Instant
      • Reduces magical damage taken by 30% for 6 sec.
    • Frenzied Regeneration
      • 10 Rage, Instant, 20 sec recharge (2 charges)
      • Heals you for 100% of all damage taken in the last 6 sec over 6 sec (minimum 5% of maximum health).
    • Mastery: Nature’s Guardian
      • Increases your maximum health and healing received by 40% (with Mastery from typical gear).
      • Also increases your attack power by 20% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Guardian-specific talents:
  • Rend and Tear
    • Passive
    • Your Lacerate bleed now also reduces the target's damage done to you, and increases damage you do to the target, by 3% per stack.


Restoration
The many gifts provided by nature must sometimes be reciprocated. Restoration druids seek order in the world by tending directly to its many life forms. Friend to flora and fauna alike, restoration druids celebrate birth and growth. Where there is decay, they bring rejuvenation. Where there is abatement, they summon regrowth. Life not only needs protection—it needs nourishment.

To foster this harmony, the restoration druid builds a bond with the things that grow, gaining inspiration from the flower’s bloom, the seed’s sprout, the mushroom’s spores, and the tree’s growth. Like nature, the restoration druid perseveres through patience and persistence, the foundation upon which all life is built and sustained. They use this power to mend wounds and provide persistent remedies that keep their allies from falling.

"Friend to flora and fauna alike, restoration druids celebrate birth and growth"

Gameplay
Restoration Druid themes are clearly defined, and there’s a lot of cohesive flavor to love in how the spec plays. As a result, we’re making minimal changes. Their Mastery had the most room for improvement, having basically become a passive effect. We’ve redesigned it to emphasize layering healing-over-time effects, favoring more engaging gameplay, while also catering to the Restoration themes.

Here’s a basic look at the core combat abilities for Restoration Druids:
  • Mastery: Harmony
    • Your healing is increased by 10% for each of your Restoration heal over time effects on the target.
  • Healing Touch
    • 2% Mana, 40 yd range, 2.5 sec cast
    • Heals a friendly target for a moderate amount.
  • Regrowth
    • 3.7% Mana, 40 yd range, 1.5 sec cast
    • Heals a friendly target for a moderate amount and another minor amount over 12 sec.
    • Regrowth has a 60% increased chance for a critical effect.
  • Rejuvenation
    • 1.9% Mana, 40 yd range, Instant
    • Heals the target for a moderate amount over 15 sec.
  • Lifebloom
    • 2% Mana, 40 yd range, Instant
    • Heals the target for a moderate amount over 10 sec. When Lifebloom expires or is dispelled, the target is instantly healed for a moderate amount.
    • Lifebloom can be active only on one target at a time.
  • Efflorescence
    • 4.3% Mana, 40 yd range, Instant
    • Grow a healing blossom at the target location, restoring a moderate amount of health to three injured allies within 10 yards every 2 sec for 30 sec.
    • Only 1 Efflorescence can be placed at a time.
  • Swiftmend
    • 1.6% Mana, 40 yd range, Instant, 30 sec cooldown
    • Instantly heals a friendly target for a large amount.
  • Wild Growth
    • 7.5% Mana, 40 yd range, 1.5 sec cast, 10 sec cooldown
    • Heals up to 6 injured allies within 30 yards of the target for a moderate amount over 7 sec.
    • Healing amount starts high and declines over the duration.
  • Living Seed
    • Passive
    • When you critically heal a target with the direct healing portion of Switmend, Regrowth, or Healing Touch, you plant a Living Seed on the target.
    • When the target is next attacked, the Living Seed will bloom and heal for 50% of the initial amount healed.
  • Omen of Clarity
    • Passive
    • Your periodic healing from Lifebloom has a 4% chance to cause you to enter a Clearcasting state, causing your next Regrowth to be free.
Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Restoration-specific talents:
  • Flourish
    • Instant, 1 min cooldown
    • Extend the duration of all of your heal over time effects on friendly targets within 60 yards by 10 sec.

We hope you’ve enjoyed this early preview of our approach to Druid class and specialization design in World of Warcraft: Legion. We’ll wrap up our series tomorrow with a look at Rogues.

Heroes of The Storm u Izradi - Cho'Gall, Lunara, Greymane Heroji i Ostalo

Blizzard je objavio video sa svim skinovima i novim herojima koji su predstavljeni na BlizzCon 2015, kao i par informacija o dva nova maunta koja će nam se pridružiti u Nexusu!

Originally Posted by Blizzard (Source)

We’ve been hard at work on some awesome new content, and now it's time to show it off! Check out the video below to get a sneak peek of some Heroes, skins, and mounts that will be added to the Nexus in the upcoming weeks; including our newest heroes just announced at BlizzCon: Cho’gall, Lunara, and Greymane!

Heroes

  • Cho’gall
  • Lunara
  • Greymane

Skins

  • Corruptor Cho’Gall
  • Master Cho’Gall
  • Sentinel Lunara
  • Master Lunara
  • Ringmaster Greymane
  • Master Greymane

Mounts

  • Ringmaster’s Pride
  • Felstalker
  • Cho’gall’s Mount: "Horsing Around" a.k.a. Carried

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