#143 - Into the Nexus: “Stop, Drop, and Rag”

• Garrett • Kyle 

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Intro:  Welcome to Into the Nexus! The Heroes of the Storm podcast!

News

Reminder, you can go to ITNcast.reddit.com to submit stories or upvote submissions for the next episode.

Ragnaros is out!

Empower Sulfuras (Q)

Living Meteor (W)

Blast Wave (E)

Trait - Molten Core (D)

Molten Core Form Abilities

Molten Swing (Q)

Meteor Shower (W)

Explosive Rune (E)

Heroic Abilities

Sulfuras Smash (R)

Lava Wave (R)


Haunted Mines

After driving the Raven Lord out of the Haunted Mines and doing a little. . . redecorating. . . the Grave Keeper has re-opened the Mines to all who wish to summon powerful and destructive Grave Golems.

Haunted Mines Basics

Haunted Mines Updates


PTR Patch is now Live

Celebrate Winter Veil 2016!

Party Sizes in Ranked Play

Hero League

Team League

Matchmaking

Ranked League Adjustments

Price Reductions

Braxis Holdout

Warhead Junction

Developer Comments:  We didn’t like the gameplay of holding off on using a Warhead for a sudden unintuitive damage spike, so we’ve smoothed out their damage curve over a longer period. This should end up playing mostly the same across the game, with only about 10% differences in damage at various points in the match.

The search terms "melee" and "ranged" can now be used to filter Hero Select for melee or ranged Heroes.


Hero Changes

Chromie

Abilities

Talents

Kael’thas

Abilities

Developer Comments:  Pyroblast has been underperforming compared to Phoenix. We like where its damage is at, and that a lot of Heroes have ways to negate or mitigate it. Instead, we’re buffing the consistency of the Heroic to make it more competitive.

Reghar

Abilities

Talents

Developer Comments:  It’s been awhile since Rehgar was a major dominant force, and his performance is now low enough that we can safely increase the rewards for his aggressive playstyle without pushing his win rate too high. For Bloodlust, we wanted to reduce the loss of healing for picking the Heroic, but only for Basic Attack teams that really benefit from it.

Artanis

Abilities

Talents

Developer Comments:  The goals with this Artanis update were twofold: Increase his playmaking (swapping enemies during Blade Dash), and increase his solo lane capabilities (Blade Dash reduces Shield Overload cooldown, Shield Overload triggers at higher Health). We think that with these changes, Artanis will be a strong choice on a lot more Battlegrounds and with more team compositions.

Dehaka

Abilities

Talents

Developer Comments:  We started doing some small changes to Dehaka’s talent tree in order to increase diversity and fix some talent pick issues. As is par for the course, this opened a rabbit-hole of design opportunities that we ended up falling into. While Dehaka’s changes were mostly complete before the BlizzCon Finals, his resurgence as a dark horse of competitive play helped us narrow down and finalize the rework. Base movement speed on Brushstalker helps meld his design while some brand new talents should open up some fun new ways to hunt your prey.

Diablo

Abilities

Talents

Developer Comments:  The Lord of Terror has been under the knife for a couple months and has finally collected enough souls to resurrect himself. He reenters the Nexus with an updated talent tree focusing on maintaining and amplifying his identity. He should still excel as a gank-oriented Warrior, punishing out-of-position enemies, but also brings along some new survivability options. While we had to lower his damage slightly, the baseline addition of Firestorm and larger payoff for Shadow Charging enemies into collision should heavily reward opportunistic Diablo players.

Zarya

Abilities

Developer Comments:  Casting Zarya’s Particle Grenade would force her to be locked in place for a short period of time. We don’t do this on other Heroes, and we felt like this exception broke the fluidity of the character.


Patreon Mention: Patreon.com/ITN

Patron Thanks


Chad

In your unbiased opinion what hero is OP and what would you change about them to fix it? Also who do you feel is under-powered and how would you bring them up to being playable in a more serious team league environment?  

My 2 cents:

OP - Alarak - Range on telekinesis and lightning surge is simply too far, reduce by 20%

UP - Uther - Change cooldowns on holy light and holy radiance from 12 seconds to 10


Outro

Patreon Shout Out

ITN is supported by our badass Patrons. You can become a ITN Patron by going to Patreon.com/itn.

iTunes Thanks

Into the Nexus is produced by Amove.tv and our Patreon producers Declan H and CheezyBob! ITN coffee mugs and glasses are over at bit.ly/amovestore.

Catch the live show Thursday nights at 8pm Eastern on Twitch.tv/Amovetv. Mobile live stream provided by Alpha Geek Radio. Go to mobile.alphageekradio.com.

Follow the show on Twitter @ITNcast, Facebook.com/Amovetv, And ITNpodcast.reddit.com.

Thanks to Brian Griffith, the musician responsible for our intro music. He can be found at briangriffithmusic.com or @briangriffith on twitter..

Personal Stuff

Garrett

Follow Garrett @GarrettArt

NOMOONart.com for Garrett’s stream designs.

The Angry Chicken: A Hearthstone Podcast

The Angry Nerd

Kyle

A-move Radio

Kylefergusson.com

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