#231 - Into the Nexus: “Mefisto in your Mefacesto”

• Garrett • Kyle • Jeff



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


Love to hate Mephisto! The Lord of Hate is coming to Heroes of the Storm. This week Jeff Cannata joins Garrett Weinziel and Kyle Fergusson as they run down not only the GamesCom news (with Mephisto, reworked Hanamura and a Tyrande rework) but all the live changes happening to the game including Kel’Thuzad rework and many many balance changes. Wrapping up with some fabulous emails set to us from itncast@gmail.



Trait: Lord of Hatred

Hitting enemy Heroes with Basic Abilities reduces Mephisto's Basic Ability cooldowns. Skull Missile and Shade of Mephisto grant 1.5 seconds of cooldown reduction per Hero hit, and Lightning Nova grants 0.3 seconds per Hero hit

Skull Missile

Mana Cost: 20

Cooldown: 8 seconds

Conjure a skull that travels in the target direction after 0.75 seconds, dealing 127 damage to enemies hit and Slowing Heroes hit by 25% for 2 seconds.

Lightning Nova

Mana Cost: 55

Cooldown: 14 seconds

A ring of lightning appears around Mephisto for 2.5 seconds. Enemies within the ring take 48 damage every 0.25 seconds. Each time a cast of Lightning Nova hits a Hero, its damage is increased by 4%, up to 40%.

Shade of Mephisto

Mana Cost: 40

Cooldown: 18 seconds

Teleport to a location, dealing 78 damage to nearby enemies and leaving behind a Shade of Mephisto at Mephisto's original location. After 2.5 seconds, Mephisto is teleported back to the Shade's location.

Consume Souls

Mana Cost: 80

Cooldown: 120 seconds

Channel for 2.5 seconds, revealing all enemy Heroes. After the Channel completes, all enemy Heroes take 357 damage and are Slowed by 40% for 2.5 seconds.

Durance of Hate

Mana Cost: 60

Cooldown: 80 seconds

After 1 second, unleash a wave of evil spirits that Root the first enemy Hero hit for 2 seconds and deal 160 damage to them over the same duration. Durance of Hate spreads outwards from its initial target, Rooting and damaging additional nearby enemy Heroes.

Mephisto question from Ross

Hi guys, been listening to your show since shortly before Heroes 2.0, and I always look forward to it every week. The passion you guys have for everything Blizzard is fantastic.

Garrett, I really appreciate the professional standard you uphold for the podcast with the bumpers and always catching discussions that aren't great for an audio only listener before they go on too long. The effort is greatly appreciated, as ITN is the best sounding games podcast I listen to.

Kyle, I love your dedication to being positive and finding something learn from and to improve on in every situation. It helps my mentality in the game immensely.

Jeff, if you're on this episode, your enthusiasm and energy you bring is infectious and fun. Thanks for coming on the show!

My question is: do you guys think that Mephisto will be able to solo lane due to his high health for a mage (more than Malthael and slightly less than Xul and Ragnaros at level 0!) and his level 4 talent Hateful Mending, which gives 50% lifesteal to his Skull Missile (Q)? He seems to have the sustained damage and bully potential to maybe shake up the solo lane meta.


Hanamura Rework


Incoming Tyrande Rework

The interesting bits

Basic Attack

Light of Elune [Q]

Sentinel [W]

Hunter's Mark [D]

Shadowstalk [R] - Mana: 75 - Cooldown: 60 seconds

Level 1 - Heal Talents

Level 7 - Healing Talent


Live Balance Patch 8/22



Damage buff across the board.

Sand Blast (Q)

Dragon’s Breath (W)

Bronze Talons (Passive)


Minor Basic Attack damage increase, but Lead Rain got a big Slow buff.

Basic Attack damage increased from 48 to 50 [+4.1%]

Level 16 - Lead Rain (Q)


Minor Health and Basic Attack increases. Big Vigorous Reuptake buff.

Level 4 - Vigorous Reuptake (Trait)


Move Order Cancellation Buff


Healing Beam (Q) & Safeguard (W)

Li Li

Cloud Serpent (W)

But also nerfs

Level 13 - Gale Force (E)

Level 20 - Mistweaver (Active)



BIG nerfs to Raynor and Azmo.

Raynor Basic Attack Math (only went out to 1 decimal so not 100% accurate)

Level 1 - Ace in The Hole (Passive)

Level 13 - Giddy Up (W)

Level 16 - Paint Them Red (Q)


Level 1 - Greed (Q)

Level 1 - Wrath (Q)

Surprised Gluttony made it out unscathed. A lot more popular.

Level 4 - Hellforged Armor (W/D)

Great talent diversity at 4. May puush the scales a little more towards Army of Hell/Battleborn.

Level 16 - Total Annihilation (Q)

Dominating picks at 16. Don’t see this changing.

Level 16 - Hell Rift (E)


At 13 a minor nerf to Ancient Blessings, but Revival and Super Healing received buffs. Big thing is a big nerf to Bottomless Flash at 20.

Level 13 - Ancient Blessings (Trait)

Level 13 - Potion of Revival (Q)

Level 13 - Super Healing Potion (Q)

Level 20 - Bottomless Flask (Q)


Desperate Plea build getting nerfed.

Level 1 - Clemency (W)

2nd most-popular Lv.1 pick. The one that lets you turn Inquisition into a heal.

Level 4 - Unwavering Faith (Q)

Most popular Lv. 4 pick.

Level 4 - High Inquisitor (W)

2nd most-popular Lv.4 pick. The one that dumps Desperation stacks/returns mana per stack.

Level 4 - Indulgence (E)

Way underpicked.

Level 16 - Radiance (Q)

Most popular by a landslide. Heals all allies with Zeal when you max Desperation stacks.

Level 20 - Judgment Day (R)

Talent Incentivisation Buffs


Level 4 - Psionic Synergy (E)

Level 20 - Plasma Burn (Trait)


Level 4 - Shattered Ground (W)

Level 16 - Giant Slammer (W)



Devs said there are 2 main goals


Death and Decay (Q)

Frost Nova (W)

Chains of Kel'thuzad (E)

Master of the Cold Dark (Trait)

Frost Blast (R)

Shadow Fissure (R)


Level 1 - Blighted Frost (W)

Level 4 - Strip Shields (E)

Level 7 - New Talent: Ice Cold (1)

Level 7 - Accelerated Decay (Q)

Level 13 - Chain Link (E)

Level 13 - Icy Grasp (W)

Level 16 - Arcane Echoes (Q)

Level 16 - Hungering Cold (W)


Patreon Mention: Patreon.com/ITN

Thanks to our Patreon producers Declan H, CheezyBob, and Pythagos.

Patron Thanks Doc for keeping track



I just listened to the most recent podcast - I want to say that I really don't think we should restrict maps. One of the reasons I play Heroes of the Storm is that it has lots of maps! I'm not even sure why we have a map rotation - why not just throw in all the maps all the time?

At the pro level, when you watch the games it's clear that even a pro player can't master nine different maps (the current pro map pool). I think this makes pro matches more interesting, since it adds another layer of strategy for which maps the two teams choose to fight on. It's like having home field advantage in sports.


This is embarrassing. I played HoTS Beta back in the day, and then didn't play for about 2 years. In the last 6 months I finally played enough characters to unlock Hero League. After my first round of placement matches, I was placed in Silver 2. Felt pretty good. The downward spiral to Bronze 5 was swift and violent.

The other day I had a personal goal of winning 2 games in a row. I did it with Johanna, which I play quite frequently because I like being in the other team's face and making them run. I like Johanna quite a lot in fact. I lost the next 5 games in a row.

I'm not too stupid of a player and try to be consistent. Of course I have bad games, off days, and frustration, but how does one really climb Hero League?


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Thanks to Gorath for our intro music and briangriffithmusic.com (@briangriffith) for our outro..

Personal Stuff


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