If you can change a hero, how will you change it?

Sonya Seismic Slam: a new talent to make it have a bigger AOE but it will nerf her whirlwind to compensate.

Gazlowe Firin Mah Lazorz: turrets’ deth lazors have a longer range and maybe better damage or slow. ( nerf his GravOBomb to compensate)

Blades of Azzinoth: make it accessible at lower levels ( this is such a cool ability, I wish Illidan could get it earlier, maybe readjust the numbers for it to work at lower levels.)

Greymane: talents to make him have either a dedicated Cocktail or Worgen build.

Genji: give him a repeatable quest that loses reward upon a successful takedown, this might be what it needs to balance him.

  1. Butcher
  2. Butcher
  3. Butcher

Buff his early game and cap his meat quest. Once he starts swinging for 900 dmg per pop… the games already over. He’s either useless or game breaking…bad design.

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He had a good cocktail build, but it turned him into a mage. The developers didn’t like that. When the quest was finished he could chunk down 35% of Valla’s health with one bomb.

In the HGC matches as well, nothing but cocktail Greymanes everywhere.

His intended playstyle is AA ranged and AA melee.

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I would like to buff Genji this way:

Make Butcher have Inner Fury or whatever that old talent was that did AoE dmg around the hero constantly.

Remove all heroes armor. All protected abilities. Reduce CC and give all heroes more outplay.

This. But also, not related to Butcher… should Illidan get a Glaive Throw talent like Bone Spear?

I heard of it yes but I just really want his cocktail cone splash to be a viable build, it is just so much fun playing with the cocktail quest.

I propose a bigger cone splash for his cocktail upon quest completion (with other numbers adjusted for balance of course.)

Or do the kelthuzad approach, which only scales at 2.5% per level instead of 4%. The quest completion can therefor give a boost, but in the long run still scale down again, while as net result still gains a boost.

For butcher this could be for example gaining only 2% extra AA per level. Which means at level 20 (which normaly is about 200% compared to level 1), he only gets about 145%. 25% attack speed would bring this back to about 1.85. Making the quest damage the only factor to truly get above others.

But the damage part isnt why the butcher is a major issue, its a result of having a diffirent flaw in its design: all in with no survivability in case you still need to abort.

Many of those dive heroes get abilities that allow a quick response to get back out, although sometimes as talent. And it is the main reason why those talents are generaly mandatory to pick.

But butcher has no talent that allows him to do those things. There is no safeguard for him. As a result he is a hero that either works or doesnt. The extra damage is only there to force him to win some more games by simply ending up in a broken OP state, and only exists to cover up its main flaw (survivability).

I can imagine a few changes to talents that would benefit butcher at survivability in order to allow a damage reduction though:

  • At level 1: block stacks also get triggered upon blinds, in order to prevent getting blinded. This can be countered by the enemy using some AA’s though, but hinders the effect of blinds on him.
  • At level 4 you add a talent that allows the butcher to instantly charge towards a minion upon canceling the charge (0 CD for minions only).
  • At level 7: Victuals also extends the duration of the brand by 1 second for each minion that dies while its active (longer survivability by AA’s near minions).

Infinite scaling what defines a good butcher from the rest though, and just like nazeebo or zuljin it doesnt always have to be a problem. But limiting output can surely help preventing the hero from becoming binary.

Tassadar: changed back to support. Assassin kit was added to a new hero (with several changes).

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A protos Colossus would at least work with his Q :stuck_out_tongue:

But i would say that Talandar could fill that assassin role quite well.

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Talandar fits tank or bruiser more. He is very tanky and can deal a lot of damage.

And if we look at his Coop version - he would be able to be…

Another multi-class hero

Praetor Armor Suit (Melee robot) - a bruiser/tank
Solarite Dragoon Suit - an assassin
Cybros Arbiter Suit - support

He would be able to change between mods (but CD would be huge, like 120 seconds maybe?) and teleport across the map.

I think that is a bit mixed though, since in the coop commanders there are already variations. As for example tychus is already more tankier than a thor of swann.

I think its more about how a certian character is being used that realy matters. And talandar on that is a warrior, but as he is based on fenix, which is an assassin, i still think he suits both roles.

Although maybe (just like blaze) it could just get a name of one of the AI commanders that the fenix coop commander can unlock. It might not seem like a major name, but it can still become a good unit representation.

120sec is a lot when you can use 3 modes. I would say 60sec. Or simply lock out 1 mode for 120sec after changing. And then add these ulti types:

Ult 1: Faster adjustments of these mods (with some other bonus like healing?)
The main key being that you arent being restricted by the 120sec anymore. Allowing very fast adjustments, but lacking the normal ultis in echange.

Ult 2: A themed ability based on the suit
As warrior you get a protective ulti, as assassin a damage ulti, as support an ulti that involves healing/shielding. The damage ulti can be kept weak here, or each suit has its own seperate ulti CD (which is resetted upon suit change).

Just to make those suits matter even more. As i can imagine most people just sticking to the assassin suit if the ulti would always be available without changing. And forcing them to change more often would be better as that keeps the theme.

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I’d make LULjin a real late game scaler but tbh I’d rather make my own hero to not wreck any current hero

I’d make Bomb’s Away for Gall baseline while reverting the bomb damage nerf and uncapping it or increasing the cap. Also add Runic Persistence or the old Siphoning Runes talent as quest rewards. Dread Orb is just way better than the bomb now due to the bomb/Bomb’s Away nerfs and the massive Dread Orb buffs.

For Cho, he needs unstoppable back. Fuel for the flame should have stayed a level 1 talent but could have been a quest that increased the damage of Cho’s W.

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Or just babysit your Butcher and then you will get your “real late game scaler”. He is the definition of a hard carry like you know them in LoL or Dota 2. Don’t you think that a 400+ stacked Butcher with Lamp of the Slaughter can destroy a whole team?

Qhira
Unrelenting Strikes gains lifesteal mechanics baseline, cooldown increased slightly to compensate for the late game
Ensnaring Sweep is replaced by an overcharge spell, when casting W or E she gains move speed
Siphoning Link is replaced with a talent that makes E initial hit and return stroke apply a DOT for percent damage that percent damage also heals her.
Pulsing Pain: replaced with a talent that overcharges all active bleed stacks, making it a talent for Bleed Build
Swing Life Away and Lingering Ailment: REworked so their effect applies based on the initial hit and return stroke rather then encouraging swinging

KTZ : remove this absurd buff he had last year (or was it the year before? Not sure :thinking:) as he already was powerful and already performing well before that.

Abathur : plainly simply remove that hero from the game, so Heisenberg stops posting in this forum “Abathur is the cutest video game character i have ever seen.”
(Well maybe then he’ll keep posting it with “was”.)

KTZ isn’t even op. Are you the type to think “hard to play secret op heroes” are OP? Like Maiev, alexstraza, medivh, …

Not really. I don’t think these heroes are OP, but I clearly think KTZ is. The fact that he is hard to master changes nothing to the fact that he is OP, believing otherwise is non sequitur. Being hard to play only makes his OP-ness less easy to reach.