Hero Win Rate Win Rate Change Win Rate Error (95% CI) Popularity Popularity Change Ana 45.5% -2.9 p.p. ±1.73% 6.3% -1.1 p.p. Medivh 44.0% +5.7 p.p. ±1.50% 9.0% +6.5 p.p. Sonya 54.7% +5.5 p.p. ±0.71% 53.2% +29.1 p.p.

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)" and focusing exclusively on Hero League data (with the exception of heroes like Cho'Gall, whose unique nature requires pulling data from Team League). 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). It also contains a number of graphs showing how each hero is performing in both win rate and popularity. If you'd prefer a summarized report, read on!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.Her win rate has continued to increase over time throughout the week, though it has not yet rebounded back to her pre-patch level. In my own experience, the addition of Shrike as a form of healing isn't nearly sufficient as a means of self-sustain. It forces her out of her role as an opportunistic sniper and compels you to play her aggressively....risking taking damage in order to heal yourself, which is a sort of self-defeating approach to combat. While they may eventually get the numbers to the point where Ana is "balanced", I'm not convinced that Shrike healing will ever be the correct approach for her kit. I think it would be better to direct more of her kit's power into the grenade and make that her form of self-sustain, forcing players to choose between healing herself or her allies, or using it to reduce the healing of others.As far as talents go, there's not much to look at. "Piercing Darts" (73.0% PR, 46.5% WR) remains the most popular Lvl 1 choice, though its win rate is comparable to "Grenade Calibration" (+59.4 p.p. PR, +0.5 p.p. WR vs "Grenade Calibration"). "Aim Down Sights" at Lvl 4 (12.5% PR, 39.9% WR) is well behind its competitors (-6.1 p.p. in WR vs next highest talent). At Lvl 7, it may be worth giving further consideration to "Debilitating Dart" (11.1% PR, 48.9% WR), whose win rate has surged ahead (+3.5 p.p. in WR vs next highest talent).It all really depends on where the devs want him to be. If the goal was to bring his win rate up without making him too oppressive, that goal is most likely accomplished, as he remains a niche hero with a play rate under 10% with an overall win rate that is higher, but not excessively so. In addition, most of his talents are fairly well balanced with one another in terms of win rate, allowing players to safely pick from a diverse line of choices. However, the devs may also be concerned about his win rate being significantly higher on top of a popularity increase, so it's hard to truly say whether or not Medivh will see any significant buffs or nerfs. In my own opinion, I would rather see him left alone in the next patch to allow for further data collection so that we can figure out where he truly sits now.Sonya's win rate and popularity have skyrocketed in this patch, pushing her over a 50% pick/ban overall in Hero League. Sonya's new talents also provide a variety of diverse choices, but they are currently not very well balanced, leading to many players picking the same early-game talents. The most popular and most successful talents in the early game are currently "Tough as Nails" at Lvl 1 (+22.5 p.p. PR, +0.9 p.p. WR vs next highest talent since 3/11), "Battle Rage" at Lvl 4 (+46.9 p.p. PR, +5.3 p.p. WR vs next highest talent), and "Poisoned Spear" at Lvl 7 (+11.7 p.p. PR, +1.1 p.p. WR vs next highest talent). Two early-game talents, "Furious Blow" at Lvl 1 (-21.2 p.p. PR, -5.0 p.p. WR vs next highest talent) and "Shattered Ground" at Lvl 4 (+0.4 p.p. PR, -2.9 p.p. WR vs next highest talent) are both significantly worse off in win rate than the other two choices, as well, leading to very poor talent balance that pushes most players towards a single build for self-sustain.The continued strength of "Poisoned Spear" also works well with her spear build in later levels, which is empowered by "Mystical Spear" at Lvl 13 (+38.5 p.p. PR, -1.3 p.p. WR vs next highest talent) for better engage and escape, as well as "Rampage" at Lvl 16 (-31.3 p.p. PR, +4.2 p.p. WR vs next highest talent) for more regular use of her spear. It is very likely that we'll be seeing some reductions in strength to at least a few of these talents in the weeks to come, to try and encourage greater build diversity. I think in general, the changes were quite positive for Sonya, and that further reductions to some of her more powerful talents will bring her back in line while keeping her more useful in the current meta than she used to be.I hope to see you again next time!