It's my turn now!

Since I have absolutely no concept in balancing and how heroes work is, I’m gonna throw in my opinion on the Valeera rework topic no-one asked for or wants. with that said let’s go lesbians, let’s go!

Lv 1
Vigor
upon using a combo point Valeera gains 10 spell armour for 3 seconds . this armour is then increased ever subsequent point used, to a maximum of 30. and each combo point spent renews the duration.
Combat readiness
Each Combo Point spent grants 75 Physical Armor against the next enemy Hero Basic Attack, reducing its damage by 75%. Stores up to 3 charges.
*Shadow weave
After teleporting with Ambush, Cheap Shot, or Garrote, regenerate 7 Energy per second for 5 seconds
passive: increase Valeera’s energy regeneration by 2

Lv 4
Wound poison
Activate to make Valeera’s next damaging Ability and subsequent Abilities within 4 seconds reduce enemy healing received by 20% and slow them for 20% for 4 seconds.
Crippling poison
Activate to make Valeera’s next damaging Ability and subsequent Abilities within 4 seconds to reduce spell damage by 15% and slow them for 20% for 4 seconds
Paralytic poison
Activate to make Valeera’s next damaging Ability and subsequent Abilities within 4 seconds to reduce Attack damage by 15% and slow them for 20% for 4 seconds
Chloroform
Activate to make Valeera’s next damaging Ability cause enemies hit to fall asleep for 2 seconds slowing them for 10% when they wake up.

Lv 7
Advanced technique
Sinister Strike’s range is reduced by 1
Quest: hit 15 heroes with sinister strike in succession. resets upon miss.
5 hits: increase the damage by 125%
10 hits: reduce the Sinister strike energy cost by 5
15 hits: 25% of the damage is applied over time and quest no longer resets upon miss.
Serrated edge
Reduce blade flurry’s energy cost by 5
Quest: each enemy hero hit increases it’s damage 4 permanently
upon reaching a total of 92 damage increase blade flurry’s range by 20%
relentless
using 3 combo points increases Valeera’s spell damage 20% using an additional 3 points increases this bonus to 35% and gives her an additional 10% movement speed.

lv 10
**misty assault **
cooldown: 66 seconds, range: 10, Hit box: 0.75 x 0.75, Missile speed 20
throw a projectile that deals 34 damage. upon hitting an enemy hero, a cloud of smoke forms around them this lasts 5 seconds. Valeera teleports into the smoke cloud and gains 60 armour whilst inside.
the projectile still detonates regardless if an enemy hero is hit.
Subtle Outlaw Assassin
cooldown 15 seconds
Valeera’s body is momentarily enveloped in shadow , which immediately removes all damage over time effects from her. For 1.5 seconds, she becomes Unstoppable and gains 50 armour.
passive: Valeera gains a second charge of Eviscerate 2 second cooldown in between uses

Lv 13
Death from above
Teleporting with Ambush reduces the cooldown of Vanish by 4 seconds.
Blind
Increase the duration of Cheap Shot’s Blind by 2.5 seconds
Be silent
Increase the duration of Garrote’s Silence by 1.5 seconds

Lv 16
Cut down
Sinister strike now deals an additional 4% of the enemy heroes maximum heath. this is increased to 6% against Silenced, Rooted, or Stunned enemy Heroes.
Assassinate
Ambush deals 50% additional damage and reduces the target’s Armor by an additional 10 if no other enemy Heroes are within 4 range of the victim
Murderous intent
When Eviscerate is used on an enemy hero that has DoT effect on them, it’s damage is increased by 20%

Lv 20
Engulfing Mist
If an enemy hero is killed while under the effect of Misty assault the cooldown is reset
Fighting is what I do
activating Subtle Outlaw Assassin causes the next Eviscerate not to consume combo points
Watch your back
Valeera deals 25% more damage to heroes under 30% health.
*Eternal shadows
When casting vanish the next source of damage that would reveal her will no longer reveal her. this effect stacks up to 3 times

I did actually try, this isn’t supposed be in inherently broken.

3 Likes

can we get an AI summary

This topic is clearly realistic and truthful.

All good.

4 Likes

all in a days work of course

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The main Valeera rework I want is for her to lose one of her advantages. Either the silence, or the damage or the invisibility teleport. Having all three deletes too many of the heroes I like to play as, with no option to fight back or escape. I realize that’s just standard (real life) assassin ability, but why does she get full role powers when others don’t? :stuck_out_tongue:

Because she highly squishy and currently she doesn’t have a reliable engage or escape.
oh right she does it’s called the “pray to jesus they don’t have an AoE or a ranged ability that can reveal me”
I’m surprised people complain about Valeera when Zeratul is there. he’s got a one hell of an engage escape and he can void prison targets to isolate the ones he wants. He got that burst, he got that sustain AA, He got dat self-sustain. As for nova well she’s ranged and a snipe build keeps her… snipe (yea real good thought process there dory) cooldown pretty low and boy oh boy does Valeera dislike a snipe build.

And for arguement sake if that makes the game unfun then I woulda stopped playing Whitemane a long time cus of how many anti-Whitemane stuff there is

2 Likes

Zeratul is more powerful but also more difficult to play. And most of Zera’s power is locked until Lvl 16, while Val can negate the hero’s she conters from the start. So her annoyance potential is there from Lvl 1.

While Val is not OP, having access to a Silence and a stun is problematic if she was to be significantly buffed.

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She has the second highest health pool of melee assassins, Zeratul has the second lowest health pool.
Valeera also has basic abilities to take away people abilities to fight back.
Zeratul also has to wait till either level 13 or level 20 to get sustain, making his lower health pool worse when in combat.

Difference is that void prison makes the target immune to damage while they are disabled, Valeera can still damage people while they are unable to fight back.
Picking it also reduces Zeratul’s potential burst potential by a non-insignificant margin.

Zeratul is relegated to being mostly a finisher until level 16, most of Valeera’s damage comes from level 7 with mutilate. People have more time to hate fighting Valeera.

because despite having them, she’s still terrible.

Valeera doesn’t really have a variety of versions for her kit reference (player fantasy) so she’s “Lol hearthstone” and the "wow classic’ rogue. I haven’t rolled a rogue in my WoW time and generally considered them a liability, so I’m rather biased in how WoW and HotS have make their ‘rogues’.

he issue for HotS is that the time and tools of WoW don’t take well to ‘brawl/moba’ skirmishes, so valeera having invis + cc + burst wayback when was “anti fun” and she’s been left to rot in a bad spot of having limited talent variety, and limited team contribution despite ‘stealing’ tools that could have been used for multiple heroes, instead of just getting 1.

It’s a similar issue to Varian, but he at least can take an ‘essential’ role while not always speccing for it, and he get a rework that did mitigate a number of his issues by pushing his ‘multiclass’ option earlier than 10.

Valeera, imo, would need a better re-tuning to shift her abilities away from CC as an opener, and instead get it as an option in how she spends her combo points. It’s not a good sign for her design that iterations of her talent stagnation would rather spend energy repeating her core abilities instead of using her 1 finisher.

But it also doesn’t help that stealth aren’t very useful for scouting in HotS since cheap-ability spam does a better job and doesn’t risk a body getting discovered when doing it.

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