TLDR at the bottom.
I just picked up Mura again for a couple of games after dropping him once the rework to his lvl 1 quest “perfect storm” was made and the state of that talent is honestly just sad. Q build on Mura used to be my favourite char/build in the entire game after Aba, but once the change hit he took such a heavy nerf it just feels bad to play him. Even after the very tiny buff to the talent it’s still nowhere close to what it used to be, but let’s run some numbers and give some examples.
The early game playstyle of Q-build Mura generally goes:
Jump/Walk in>Land Q>AA and W>Get kill or don’t>Jump/Walk out.
In the early game it used to be
Try and land as many Qs as you can>If you can capitalize on it, get a kill.
The new version of this talent gives us 0.75 dmg/AA (after the buff) and 10 dmg IF the target dies within 3 seconds of the stun landing. The old version gave us 5 dmg/hit with Q and after hitting 25 heroes it pierces one target. This means that one of the biggest reasons for ever picking this talent is now baseline, so that insentive is now gone. Not only that; you will almost always end up with fewer stacks with the new talent than with the old version.
If you land a stun that doesn’t award you a kill you will usually get 2-3 AAs off before you have to back off, that means no dmg from the Q-hit, only from the AAs. That would mean 1.5-2.25 dmg for landing a stun now compared to the old 5 for a single hit regardless of the number of follow up AA. If your stun leads to a kill you might end up with an additional 10 dmg, but that’s only if the target dies within 3 second. More often than not, it will take 4-6 seconds from the time the stun lands before the target dies, even when it does lead to a kill so in those scenarios you still only get the dmg from the AAs.
Let’s compare that to the old talent.
Any single Q will give you 5 dmg, regardless of if the target dies or when the target dies after the hit. You just flat out get 5 dmg; no AAs needed, no kills. Once you hit 25 heroes you now have the potential of getting 10 dmg/Q, which is the same as getting a kill under the rules of the new talent, without any need for kills within a timelimit.
The new talent leads to a playstyle of holding on to your Q until you think it will actually lead to a kill withing the given 3 seconds; encuraging a playstyle that is even more opposite of a tank. I remember that was one of the reasons you gave to changing the talent in the first place: “trying to get 25 hits in the early game is counter-intuative to the intended playstyle”. How is this not many times worse?
So, let’s summarize:
The new talent has lost one of it’s primary reasons for people picking it, instead it has been made into a pure dmg talent. The dmg it provides is almost always lower than the old version would have provided in the same game. The playstyle of the new talent is argueably even more opposed to the intended playstyle of the role Mura fulfills compared to what the old talent was.
Please, reverse how Mura is awarded more dmg on his Q to the way it worked before. Keep the “pierce the first target” reward at lvl 10 baseline, but please bring back the viable way of actually building some stacks of dmg on his Q.