I feel like there are some abilities that are just unfun to play against. What is one aspect of an ability that you would change to make it more fun to play against. Note: I’m not saying these are overpowered, but just unfun.
Junkrat: Make steel traps destructible or have a lifetime. To me, it is really annoying that the only way to really counter this is to purposely get trapped, which easily leads to a concussion mine. With few heroes who have cleanse/unstoppable on a short cooldown, this makes the traps an insane zoning ability with little counters.
Garrosh: Remove his unstoppable. Garrosh is the type of hero where you need careful positioning, and need to keep him at bay with CC. To be, unstoppable removes his primary counter, making it too easy for him to run up to people for a toss. Unstoppable makes more sense for someone like Malganis who has casttimes and is easily interrupted.
Chromie: Slowing Sands should have increasing mana cost. It is too easy to have this up 100%, which is insane if a map has chokepoints. To compensate, I would add her lv 20 talent as baseline.
#3 (slowing sands) should possibly be disabled in ARAM like Lava Wave, I’ve been indifferent to it in the past but I got some cheap/lame victories recently because someone on my team created an unpassable chokepoint near their gates on a single lane map with no other escapes.
I don’t think it creates a very interactive ARAM match. It’s lame. The ability is perfectly fine in other modes though like QM and SL.
Steel traps (JR) seem kind of balanced though, Garrosh is an immobile tank so he benefits from having Unstoppable in his kit (unlike for example Muradin who had his Unstoppable removed from Dwarf Toss as he is already mobile thanks to it).
IMO, the designers see Unstoppable on a tank as a compensation for lack of mobility. For example Johanna is not very mobile and gets a very long Unstoppable to make up for it as well. Anub’arak is fairly mobile due to Burrow Charge, so it had those frames removed (at one point he was even Invulnerable during it!)
Garrosh has no escape, and bad engage (Which is usually just walking up to you). If he loses undomitable as an option, it will leave him in pretty bad place.
The other two I wouldn’t mind. But the mine is a bigger issue than the traps on junkrt since it can’t be removed at all and provides free vision and zoning.
Problem is the heroes I find unfun to play against the problem can’t be traced to a single ability it always seems to pemiate the entire kit, Garrosh for existance
Garrosh’s throw might be annoying but if he didn’t have a way to CC me from a distance and then remove my ability (barring mobility tools) to escape via the slow that follows the stun then his throw into the team would be far more manageable
Stitches Gorge is annoying as all heck but if it was on say Garroshthe range at which he can gorge would be far more manageable compared to being attached to Stitches
KTZ is KTZ the entire annoyance of playing him is how his combo’s all add to a 100-0 combo.
And the list goes on, there really is no quick fix for any of the unfun elements
All I can say is, when I am making video games I’ll be sure to have a pictureo f KTZ with a list of his abilities and write the captions “What not to do” for the entire office to see
My opinion is that overall the game is at a very good balance but the one thing that always bothered me was Johanna’s lvl 20 falling sword upgrade and how with minimal effort and without any interaction with enemy team it can be reset to 15 seconds or even completely if your team has an extra body (samuro/tlv), all while providing insane amount of healing.
Anduin’s lvl 20 sanctuary to a certain extent as well. Such amount of out of combat healing shouldn’t be possible on a 20s cooldown, because that is basically the equivalent of recalling and running back to the center of the map.
Few heroes have a short cooldown cleanse. You can use unstoppable for the trap, but junkrat can place 2 traps on a 7s cooldown. I believe only Ana has a true counter for the root because of her short cd.
Garrosh on the other hand, feels like his unstoppable is such a cop-out in that it seems to have become mandatory for him, instead of helping him in other areas. Like, what if it gave a shield + unstoppable + instant Q cast instead, but he loses unstoppable when the shield is destroyed. At least some way to counter it, you know?
Maiev: Using her Blink no longer triggers the pull+stun from tether.
Tether is supposed to trap enemies around her and/or punish them for trying to escape. Maiev using teleport to stun victims even when they do obey the ‘rules’ and staying close makes no sense from a flavor perspective.
First two are straight nerfs and giving a hero their 20 much earlier in the game in return for increased mana cost is a buff in most cases since mana means diddly squat after level 16 and in many cases even before then if you know how to manage your mp and you aren’t missing 75% of you skillshots.
Junkrat does have burst but two of his abilities are tied to his survival. If he uses traps and conc aggressively he loses his escape tools. He can raise havoc because the majority of players don’t have the presence of mind to keep an eye on him as well as the frontline fighting but he can be very easy to dodge and play around if you just take a few extra steps here and there.
Gary needs unstoppable to compete, that why everyone picks it in every game. He’s generally very low damage and very low mobility. Almost everything he brings to the fight is him tossing someone or getting a fat taunt off and he can’t do that if he’s getting slowed and stunned at every step.
I disagree with how you’re going about this but I will say I’ve never been a fan of Garrosh’s design. Loading a tank out with CC is fine but when their entire personality is CC it means they’ll be bad for pubbing but often busted as hell in the hands of a skilled player with similar teammates.
Garrosh has a pretty terrible winrate overall due to his innate weaknesses, but when put on a team with good communication or just skilled in general his ability to fish for picks and his baseline armor make him insanely frustrating.
I’d say the best way to change him would be a full on bruiser rework. That would even be more in line with his character.
Focus on making him singularly more dangerous instead of just a wombo piece that’s made for waltzing into the middle of your team and stunning everything. We already had tanks like that and most of them ended up being irrelevant, at least for a while, because Gary did everything they could except better.
Ironically I rarely see Garrosh being picked up by players in KhaldorTV for someone being frustrating. But as you already said earlier his whole kit and being immobile with no escape is what makes his kit well balanced. His nightmare is probably DW, Joh or Leo, because he lose his effectiveness against them.