Hi all. I already posted this in reddit, but I guess it makes more sense here.
Current ranked season is ending so I wanted to suggest these Yrel changes for the new one.
I think that it would be good to just increase a little her damage after Templar’s Veredict nerf and improve level 20 diversity. This is what I propose for that:
Abilities
- Righteous Hammer (W)
- Charged up damage increased from 125 to 140.
Level 20
- Word of Glory [R1]
- Additional effect: Ardent Defender lasts 1 more second.
- Bug fix: Area effect visual now fits with the range.
- Hallowed Ground [R2]
- Additional functionality: Sacred Ground also grants 10% Spell Power until she leaves the area.
- Bubble Hearth
- Additional functionality: After Bubble Heart you automatically get full restored health and mana at Hall of Storms.
Comments:
Righteous Hammer buff:
Righteous Hammer is her lowest damage ability. When Yrel was realased, Vindication and Righteous Hammer did the same damage (125). Then Vindication was buffed to 140 while Righteous Hammer stayed the same.
To make up for Templar’s Veredict nerf, I think that it would be good to buff Righteous Hammer to be on par again with Vindication numbers as it originally was. It feels weird that a light ability does more damage than a hammer one.
It would just mean 33 more damage at level 20 (from 274 to 307).
Level 20 diversity:
I think current Yrel tree talent isn’t bad but level 20.
Seraphim popularity is around 80% but I think that it would be fatal for Yrel to nerf it. Against heavy CC compositions is the only way to make Yrel playable. When you get level 20 it’s like “This ETC has being a nightmare to me the whole game, finally I can play…) Buffing the rest of level 20 talents is IMO a much better approach:
Word of Glory: For buffing this talent I have considered cooldown reduction, increase % healing or increase duration. IMO, CD reduction doesn’t have too much value at level 20 as team fights at that level are usually game ending. About healing, current healing is 75% so increase it to 100% doesn’t have too much sense to me. Therefore, I think that the best way is buffing duration from 3 to 4 seconds (Uther talent 20 Bulwark of Light has a similar effect). For the healing effects just the first or two second usually matters, but it would still be interesting in some circumstances like damage overtime (vs poison nova for example) and for sure, being protected for 4 seconds is great.
Hallowed Ground: I considered to change the effect because now Sacred Ground cooldown is just 25 seconds, but some Yrel players love this talent, and the effect is visually cool and being able to jump out with 50 armor is not minor. Then, I would keep the effect just buffing the talent. I’ve considered buffing armor to 60 or giving 10% Spell Power under the area. Buffing armor is boring IMO and there are many % damage talents in lategame where armor doesn’t help anyway. Spell Power makes sense under the area, so it’s the option that I suggest (stackeable with Velen’s Chosen).
Bubble Hearth: Well, even if it’s not the most competitive talent (considered troll pick by many), I think all we Yrel players love it. The effect is visually great and fun. For buffing this talent, I think that the best way is being able to go back faster to the map. I considered increasing mount speed at Hall of Storms after using bubble, but you can already have that with Divine Steed, so I suggest insta full health and mana to gain a few seconds.
I believe these proposed changes are fair and safe in numbers as they only affect underperforming talents.
Thanks for reading and long live the goat.