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Slight balance tweaks


Banzaiguy
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Just some minor changes to heroes(or skills) that aren't really used too often.

 

Raynor:

 

- Raiders are super squishy despite being heavily armored marauders. Unlike other summons, they're also not spammable, so they should deserve a little better. They also get targeted by creeps, are pretty slow and have a fairly long deployment time. So, they aren't really that useful for their slow since they just die too quickly. Sure, they can scout, but you might as well have just given Raynor mobile sentry wards.

 

MAAR:

 

- Vanguard and Saviour aura are ok as level 1/2 skills, but are quite inferior past that. I suggest their effects scaling with orb levels, eg Saviour aura reduces weapon damage based on Destruction and spell damage based on Creation. Vanguard aura speeds up move and attack speed based on Destruction while Creation gives cool down reduction. They essentially do the same thing in the end.

 

Jakk:

 

- His ulti is pretty useless once truesight comes into play. And even before that, it serves an almost purely defensive purpose. I propose a longer cast range and/or no cast time so that it could double as an extra damage ability.

 

Chuck.Tbone:

 

- Echo's damage output is rather inconsistent, doing a ton of damage when enemies are extremely close together(eg. Jack's ult) but minimal damage when they're slightly spaced apart. I suggest lower damage and larger aoe for more consistent Echo damage.

 

Garamond:

 

- Just fix his AA.

 

Tychus

 

- His base attack speed is ridiculous. It makes him too reliant on his heroic passive. It should be lowered and his heroic passive nerfed if necessary.

 

Queen

 

- I don't really think her tumours and heal need a cast time.

 

Tassadar

 

- Could his Q's autocast be made toggleable? Reduces his overall damage output and interferes with item procs in some scenarios.

 

Dustin

 

- Give drone slight vision(for laser to be targetable) and make E targetable through fog.

 

- Halve the period of E pulses while also halving the damage and spell amplify per pulse. Same dps, better chances of application against moving targets.

 

- Centre Laser's cast range around Dustin's drone. More tactical usage of E and less instances of drone moving 0.5 units forward to cast laser because it was too slow.

 

 

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Jakk:

 

- His ulti is pretty useless once truesight comes into play. And even before that, it serves an almost purely defensive purpose. I propose a longer cast range and/or no cast time so that it could double as an extra damage ability.

 

 

Also ive noticed there seems to be a delay or just an awkwardness if you try to detonate immediatly after placing. Its almost as if you have to place it and wait till its completely done being placed and cloaking then reselect and detonate. a few times i was trying to run and detonate and they jsut dont go off.

 

on another note why arent they immune to spell damage? If a grunty hits you with rock near them you lose 4 mines easy. the worst is when you have mines in a lane and queen spawns ultra and atks creep wave...the aoe whipes all mines out, banes as well. I'm sure there are a few others.

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I agree jakk mines need some kind of change. Right now, unless you're playin against nubs, it's pretty lack luster. Albeit funny to get monster kills the odd game, I usually place them along lanes while pushing whenever the cd is done. This way I have a steady line to blow apart creep waves and keep pressure on while I push different lanes or support in team fights.

 

Also, not sure if it's a bug or not, but you can reveal high ground by using his wards on low ground . I've been abusing the hell out of this when pushing mid lane or the final towers into the enemy base.

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