(banner courtesy of /u/Somber99 Hello again! After each balance patch, I've taken it upon myself to track how the balance changes have affected the Nexus. It's become something of a habit for me, and I thought it might be fun to share my data with the community.In case you've forgotten what changed in the last patch, here's a link All data provided in this post was collected from Hotslogs , which is a database of player-submitted games. Data was collected between 3:30 PM and 4:30 PM EST each day, using the special filter "Last 7 Days (Current Build)". As usual, keep in mind that my numbers may differ slightly from Hotslogs's "official" figures as the site regularly updates older information as more games are added. Therefore, our data may not match up perfectly, but it should give a generally accurate view of how the week progressed. Here is a link to the spreadsheet with the data I've collected. The spreadsheet contains all of my original data, split into two categories: "Composite" (which represents all data across the entire week) and "Daily" (which represents data from each individual day). If you'd prefer a summarized report, read on!Remember, only the heroes whose win rates are highlighted blue/orange with white text have exceeded their margin of error.Note that the error column assumes a 95% confidence interval. To put it simply, a 95% confidence interval is a numerical way to measure whether the win rate has changed in any significant way. If the change to a win rate exceeds the error, then we can assume that there is approximately a 95% chance that repeated tests would confirm the true value lies within the bounds of the confidence interval.The seven-day analysis is below. Please note that while I try to cover all heroes, not all heroes are in need of in-depth analysis of their changes, so some heroes may have short summaries or may even be omitted entirely. Also, be aware that the contents of this section are primarily my own opinion of the changes, albeit backed with data. If you disagree, feel free to explain why in the comments below.This could just as easily be an abnormality in the sample (due to its smaller size) but I prefer my headcanon. The rather significant buff to Misha, Charge is the most likely culprit here, as it very nearly triples his damage on that ability while retaining the same strength as a stun and positioning tool. Look to see changes to this in a future patch to tone it down.The decision to make her auto-attacks more impactful individually has paid off for her, resulting in a net increase to her win rate despite the decrease in attack speed to compensate for it. Depending on where the dev team seeks to have her sit in the long-term, her damage might be nerfed a bit to compensate for this rather large spike. However, I would personally prefer if they didn't tamper with that side of her until they've resolved her ongoing mana issues, namely how her current design almost makes mana a non-factor for her. Despite multiple attempts to "fix" her mana talents, I feel that the continued experiment is not working well and she may need to go back to the drawing board a bit when it comes to mana management to make sure that it's still an actual factor for her in combat.Looking for more of my work? My last article discusses concerns about snowballing and the "passive meta" that the new changes may bring if not handled properly. That article is located here. Feel free to let me know your thoughts to this article in the comments section below, or on Twitter at my handle @CriticKitten . I look forward to your replies!Hope to see you again next time!