There are only two pieces of information that I have about the rework.
The first were the PTR patch notes, in those, it just says what’s been changed, what’s been moved, and what’s been deleted. It entirely lacks the developer comment.
The second piece of information is from the blog. They give a vauge overview, they talk about the new talents, then they give a general ‘update goals’ paragraph. This one helped a little… but I don’t think it’s that hard to follow a simple formula…
A generic example of what I’m advocating for:
While monitoring the statistics we continue to gather from the game, combined with the player feedback regarding this character, we have recognized that the player base feels limited to a single talent build for the character. Our first change was to change the currently passive trait to an active one, this lets us give the trait more power, while requiring that the player recognize when the trait will have the most impact. With the first tier of the talent tree, the old one has only a single talent that doesn’t apply to the hero’s Q ability, so while we altered some of the numbers behind some first-tier talents, we moved higher talents down to give players more options to alter W and E talents. At second tier, we saw the very very niche benefit (and subsequent low pick-rate) to this one talent and decided to remove it and add things to this remaining talent to add appeal to the other talent while not removing anything from the players toolkit. At third tier, the existing talents were fine, but to help add to diversity we’ve included this new talent that hopefully makes this ability more desirable. The heroic tier was largely fine, again stat changes were made to compensate for the alterations to the trait, but we did want to add a little more appeal to this talent. The next tier was okay, didn’t see any point to changes, but we’ll monitor to see how the community responds to the rework… (and so on)
It’s not giving a huge dissertation, but just a sentence at each ‘level’ of the character to say what they were thinking with the changes. With the PTR notes, I had to pull up outside resources to see where he was and see what was moving where, but didn’t have their thinking… so it was hard not to be negative. With the blog post, I got very vague ‘what they were thinking’ and ‘what’s new’ but didn’t hear the details enough to see what they saw.
Does that make sense?
One of the first things I seized on in other threads was the changes to the Q and AA, and there were other people who crunched the math down and came to the realization that the damage wasn’t significantly lower. I just am concerned because the traps are something you place and the enemy has to wander into, which involves either luck or intuition to put them where the enemy triggers them… the Q on the other hand is much easier to ‘manage’ by it’s nature of being something that detonates on enemy contact. I’m skeptical of the impact simply because I’m lacking first-hand experience with it, but I’m not declaring doom. It’s just lumped with a buncha confusion on my part about what specifically is going on overall with the character.