Hey all, with the July 8th “developer update” essentially proving what was already evident to the community, I thought as a final hurrah, well-respected members of the community could provide balancing and patch notes for their five most played Heroes. In a way, if we gather the insight of the skilled people still left playing the game, we can give a jump-start to the skeleton crew manning the Classic team into what kinds of changes still need to be made.
You mean those who sit on forum more than in the game itself, have 10 matches a week maximum and use it as an argument there is nothing wrong with the chat report system? (an example).
Hell no.
Better than a 17 post user, who don’t have arguments, but insults.
They mean the actual people who have a high concept of competitive play, especially in an competition environment.
D.Va:
Liquid Cooling: Added new functionality: Gain 15% global damage during the regen effect.
Aggression Matrix: Added new functionality: Gain 10% more DR (from 50% to 60%).
Yrel:
Maraad’s Insight: From 140 to 148 healing.
Aegis of Light: From 30 to 35 armor.
Blaze:
Flame Stream (Q): Additional 120 damage reduced to 100.
I like these. Heres a bunch more off the top of my head.
LiLi:
fast feet duration increased from 1 second to 1.5
Healing brew healing increased from 175 to 190 or maybe fast feet gives spell power? (just something to help her healing)
Thrall:
+max hp
Earthquake cooldown from 100 to 80
Auriel:
+max hp
Alexstrasza:
++ health regen (almost all her Q talents are still not great, I liked her having higher hp regen then normal but the last but amounted to like 9 hp regen. I feel it should be like double that if not more)
Exuberance gives 10% spell power while active.
Jaina:
Ring of frost delay reduced from 1.5 to 1.25
Not really thought about other heroes but these are some wacky ideas for abby
Abathur
- Level 4
- Calldown: MULE removed
- New talent: Roach Warden
- Same functionality as mule, but zerg themed (also Mule is moved to E ability when not in Symbiote)
- Level 16
- New Talent: Viral Spread
- Increase the range of Mines by 100% and time to activate reduced by 20% (from 5 to 4 seconds)
- Volatile Mutation: Made into an automatic unlock upon reaching level 16
- New talent - Quest: Collect Essence
- Quest: Enemy minions drop essence on death. Collect essence through Symbiote, Abathur, Locusts, or your ultimate.
- Reward: Every 15 essence permanently decreases the cooldown of Locust Strain by 1 second, up to 7 seconds.
- Quest: Enemy minions drop essence on death. Collect essence through Symbiote, Abathur, Locusts, or your ultimate.
- New Talent: Viral Spread
- Level 20
- Evolve Leviathan (R2)
- Evolve Monstrosity now instead creates a Leviathan, which 8.0 range and small AoE attacks but attacks 10% slower. Can move over obstacles
- Evolve Leviathan (R2)
I want them to add a time played addon, just to see how many months of my life I devoted to this game before they killed it.
Only thing I would like to add is a new skin for Kaelthas
Goku Dragonball Z skin
How the rats expose themselves when you give them a proper bait.
I didn’t even specified who i’m talking about yet you obviously took it personal and started to bashing me.
If you don’t see any argument in my statement i’m not surpsised as only not very bright people take things on personal level and can’t read between the lines. You spend more time here attacking people instead in the game yet you wan’t to change it. Why do you thing that a 17 post user is somehow inferior in the game knowledge to someone that detached from the game?
First i didn’t have a proof of that yet somehow you presented one without even beign asked. Making changes to the game requires thinking not on personal level to make it better for everyone and not just to implement changes you wan’t. Which you are obviously incapable of.
I think Probius is pretty good as is, but I only play QM, so I’m not too sure how good he is in a legitimate competitive environment. Either way, here are some boosts to some of his talents I find myself not picking up as often. Most of these are spitball ideas, so some might be more or less impactful than I’d think.
Probius:
- Photon Cannon (E)
- Added Functionality: Photon Cannons now prioritize Heroes damaged by Probius as targets, if they are within range.
- (I would like my turrets to focus with me, especially in the solo lane. You can micro the turret and make sure to place it where the enemy is in range of it, but if they walk out and back in, the turret will just switch to shooting a Minion.)
- Warp Resonance (L1, W)
- Added Functionality: At 4 Warp Rifts detonated on enemy Heroes, increase Warp Rift’s placement range by 15%.
- (Warp Rift build can certainly be powerful in the right situation, and this talent certainly bolsters their power, but when I plan to build Warp Rifts over Turrets (usually into teams that can shrug off the sustained damage of Turrets), I still often pick Echo Pulse for its amazing synergy with Probius Loop at L20. This change aims to give it the unique perk of allowing Probius to play in safer positions when placing Warp Rifts.)
- Gather Minerals (L1, E)
- Added Functionality: Increases Probius’ range for collecting Minerals by 300%.
- (While Gather Minerals provides good benefits, it often forces Probius to play rather far forward to collect Minerals dropped by Minions.)
- Turbo Charged (L4, Z)
- Added Functionality: The first second of Worker Rush cannot be interrupted by taking damage.
- (This provides Probius with a means of escape against several characters that could otherwise stick to him like glue. Shouldn’t be overpowering for mitigating this weakness, as he has to choose between this to deal with divers, or Photon Barrier/Shield Capacitor to deal with poke, but not both.)
- Particle Accelerator (L7, Q)
- New Functionality: Increases the range and projectile speed of Disruption Pulse. Hitting a Hero with Disruption Pulse increases its damage by 2.5%, up to 25%. This bonus is reset if Disruption Pulse fails to hit a Hero.
- (Might be a bit strong with Echo Pulse & Shoot 'Em Up, but seeing Shoot 'Em Up a bit more doesn’t hurt. Plus, current Particle Accelerator is just so bad compared to Tower Defense and even Rift Shock.)
- Rift Shock (L7, W)
- New Functionality: Enemies struck by a manually-detonated Warp Rift have their Armor lowered by 10 for 3 seconds. This effect stacks with multiple Warp Rifts.
- (While the additional DoT on Rift Shock is nothing to scoff at, it comes with the requirement of detonating Warp Rifts quickly, which can sort of counteract the idea of using them pre-emptively to block off choke points (or any area). The requirement is toned down for this reason, while still making entering a Warp Rift’s AoE a great risk not just for its initial burst damage, but also for the threat of follow up by Probius’ team.)
- Pylon Overcharge (L10, R1)
- Additional Functionality: The Ability can be recast to target the Hero closest to the mouse cursor, if they are within range.
- (Why can’t Probius do this already?)
- Interference (L16, W)
- Removed Functionality: Enemies hit by Warp Rift explosions are knocked back from the center.
- Added Functitonality: Enemies standing in armed Warp Rifts have their Spell Power reduced by 10.
- (I REALLY do not like the knockback on this. I can’t speak for all Probius players, though. Anyways, it’s way too easy to cause more harm than good with the knockback. Sure, it has its use in interrupting channels (Mosh Pit comes to mind), but it’s so unwieldy to use. It’s like a wonky Junkrat Mine, if Junkrat had to fire a Q into it to detonate it. The knockback is removed, but it’s given a slight buff to its Spell Power reducing abilities to compensate.)
- Construct Additional Pylons (L20, R1)
- Added Functionality: Minerals now decrease Warp In Pylon’s cooldown by 1 second, up from 0.75. Additionally, Warp In Pylon’s base cooldown is reduced by 2 seconds.
- (While the threat of a triple-Pylon-powered Pylon Overcharge is very strong, especially with the 25% increased damage, it’s tough to actually get three Pylons in one spot in time. This change aims to alleviate that.)
O the irony. ![]()
The way you’re talk you seems to be a jerk and ironically you get offended yourself pretty quickly.
You get your answer, if you answer how do you know that someone who spends time on the forum has less insightful information than yourself?
I may have only played in one event, and that event was a meme event, but I do know vikings pretty well (In a more casual enviroment, I really don’t want anyone thinking I have a good say over the viking enviroment of masters rank)
Level 1 -
Olaf the Stout: Nerfed to 15% increase to max health, still enabling sustain on most things but requiring damaging talents for glass cannons such as ming and orphea.
Explosive Attacks: 100%+1% damage boost for every regen globe you've collected this game, quest trait is nearly worthless in practice, and this talent could use a buff for the later stages of the game.
Level 4 -
Eric The Swift: Healing nerf to 30 health per second, This talent is nearly essential because it gives Eric quick sustain and makes him nearly invulnerable in lane, it could certainly use a nerf.
It's a sabotage: Either remove it or make it non-heroes rather then specifically structures, it could enable tlv to camp early in the game which might make it compete with the other 2.
Mercenary Lord: Just word it better, I only recently understood that the mercenary isn't getting armor, your vikings are.
Level 7 -
Norse Force: Increase shield cap to 420, it's just pretty bad.
Spin to Win: Reduce the bonus damage to heroes to 75%, It's currently a must pick, will still be good at what vikings do best and will be pretty decent in teamfights, but it needs to have some drawbacks.
Baelog the fierce: Just have the effect be active when the other 2 vikings are alive, proximity is not easy to achieve.
Long Boat Raid (I mean level 10) -
So uh, yeah, Long Boat has long been known as one of if not the worst ult, and even though I do use it from time to time, I agree, it's really really bad, personally this is the one thing I think really deserves to be changed, so let's get started with the problems with the ultimate, problem 1, it is heavily heavily team reliant, you need support from the team to use the ultimate aggressively, if the team ditches you and you end up out of position you lose the boat and then all the vikings are stuck right where the enemy nuker wants them (and plus they are stunned). For this problem the boat either needs a boat load more health (pun absolutely intended), or higher movespeed, either of these should solve the problem that you need a team that knows what they are doing, second problem, this ultimate directly opposes vikings main gameplan of laning, you need to pull you vikings out of position in order to actually use the ultimate, this doesn't necesarilly need fixing, as the ult could simply be good enough that it is worth it to do so, however, in its current state it is not, a different approach to crazy buffs is to simply increase the radius the vikings need to be of eachother by like 50-100%. Now for the real meat of why everyone thinks this ultimate is so bad, if you have all 3 vikings alive, it does less damage using this ultimate compared to simply not, and if you've lost vikings, then the alternative ultimate is simply better. My solution to this is simple, more damage, on the mortar preferrably as that actually is pretty hard to land, so adding value to learning how and when to use it would benefit the fun-value of the ultimate a lot, my suggestion is plainly doubling the damage or possibly doubling the center damage either way it should work and it should make the level 20 upgrade a little less polarisingly more powerful then the level 10.
Level 13 -
Hunka burnin' Olaf: Can't really make a comment on this one since I so rarely use it, I just know its payoff is pretty meh in comparison to the other 2, might be fight but I still never think it's a good time to take it (even against zag)
Level 16 -
Large and in Charge: Also adds 2 second additional cooldown to rush, this isn't really that big of a change since commonly this is how often it is used anyways (this will set its cooldown equal to spin to win), however adding a bit of a downside to honestly vikings most powerful talent (other then ragnarok n roll), is probably a good decision all in all.
Executioner: Just enable the bonus damage to contribute when under any negative status effect, it's niche and has pretty mediocre benefit so simply make it less niche.
Level 20
Checkpoint Reached: Play again can store 2 charges (this replaces the other buff), this enables it to be used for more things then just getting value out of mistakes.
The Sequel: Removed, it's so bad and suffers from the same problem as checkpoint reached where it's sole use is to gain value out of making a mistake.
I thought we were friends!: Replaces the sequel - Vikings can target other vikings with attacks and charge, this might not be that useful later on but it'd be fun that's for sure, infinitely more fun then the sequel.
This is cheeky, where is the petition I sign to get this change?
Big fan of all these changes. Especially with the knockback talent.