If you could rework TLV

What would you do?

I like the utility they have in being able to soak, take camps but they seem too susceptible to ganks and provide minimal value in teamfights unless you go the longboat (most TLVs i see go play again however)

Personally I’d like to see Erik and baelog have more baseline teamfighting capacity (Olaf is already ok as a fill in off tank) and possibly some passive worked into their trait that reduces the amount of quest stacks they provide to enemies

I’d want them to have more buffs from fighting together. Almost everything they have involves splitting them up, but I’ve seen some simply amazing TLV micro from people who fight with them and it’s far more interesting than the soak style.

Maybe auras that go out ~15-20 units from each viking, that buffs other Vikings?

1 Like

At leats I would give them basic abilities.

5 Likes

Jump should be baseline imo

4 Likes

It would be a long drawn out tinkering session, but I would do the following.

The first thing I would do is rework their base trait Viking Hoard. In addition to the .5 healing regeneration per orb they all gain 10 extra health per five orbs in attempt to negate how easily it is to nuke them then depending on how much or too little that is adjust accordingly.

Have the entire level 1 talents except Viking Bribery base line then add talents that allow the other two to gain some benefit from one of the other Vikings.

Olaf’s Charge ability is now a separate skill.

Level 1 Talents:

Viking Armor: Every five seconds, both Erik and Baleog gain 50 Physical Armor against the next basic attack, reducing damage taken by 50%.

Passive: Olaf can store up to three charges.

Sneakin’ About: After standing still for 4.5 seconds Olaf and Baleog gain stealth and have their Sight Radius increased by 50%. The Stealth Persists 1.5 seconds after moving.

Passive: Erik gains Stealth while out of combat for more than three seconds.

Explosive Attacks: Olaf and Erik’s basic attacks splash for 50% of damage dealt against non-heroes

Passive: Baleogs basic attacks splash 20% further.

Level 4 talents:

Erik the Swift: Added functionality: Increase attack range by 1.

It’s Sabotage! is removed.

New talent: Big’n Beefy: Olaf’s health is increased by 25%. Permanently gain 10 armor.

Level 7 talents:

Norse Force!: Reworked. The shield is provided when all three Vikings are near each other. The shield recharges at 50% of Viking Hoard bonus health regeneration. If the shield is completely destroyed it will start regenerating after none of the vikings take damage for four seconds. If the Vikings move to far away from one another it will begin to decay at a rate of 10% per second.

Baleog the Fierce: Reworked. Baleog’s basic attacks against the first hero struck deal 1.5% of their health as damage.

Spin to Win: Removed.

Replaced with Pillage the Village!: The basic attacks of all Vikings light structures on fire for five seconds, dealing 325 (+4% per level) damage.

Level 10 Heroics:

Longboat Raid!: Longboat damage increased to 120 (+4% per level) and the mortar damage is increased to 215 (+4% per level) damage.

Play Again!: Unchanged.

Level 13 Talents:

Hunka Burnin’ Olaf: New Functionality: Slows enemies by 15%.

Jump!: Is made baseline.

New talent: Treasure Hoard: Health globes picked up by Vikings are 150% more effective, and the range of globe distribution is increased by 50%.

Nordic Attack Squad: Reworked. While together, whenever a Viking attacks a hero, their attack speed is increased by 6%, up to a maximum of 30%. Attacking non-hero targets maintains the buff. The buff is lost after eight seconds of not attacking anything or if the Vikings move too far apart from one another.

Level 16 Talents:

Large and In Charge: Reworked: Using Olaf’s Charge on a hero taunts them for 1.5 seconds. Increases cooldown by 15 seconds.

64KB Marathon: Added Functionality. Olaf and Baleog’s move speed is passively increased to match Erik’s base move speed. Erik gains an additional 5% mobility.

Executioner: Removed.

Replaced with Bringin’ In the Big Guns: Captured Elite Mercenary camps deal 20% increased damage.

Passive: Increases damage against all non-heroic enemies by 20%.

Impatience is a Virtue: Removed.

Replaced with Defensive Counter Measures!: While separated, the first hero attack against a Viking they gain 20 armor for four seconds and activate Go! Go! Go! free of charge. Has a 45 second cooldown.

Level 20 Talents:

The Sequel!: Removed.

Fury of the Storm: Removed.

New Talent: We Brought Friends!: The Vikings gain the ability to summon Bruiser mercenaries. Two charges. Sixty second cooldown.

New Talent: Spoils of the Hoard: Nearby heroes gain 100% of Viking Hoard’s health and health regeneration effects.

Checkpoint Reached: New functionality. Now passively reduces Viking respawn timers by 50%.

Probably overpowered, but I was bored.

3 Likes

Change their Trait.

It’s basically just baseline Regen Master.

1 Like