Share your ideas for reworking Adrenal Overload

To be honest hatted Samuro is bearable, hatted Zeratul can go into the depths of hell.

That’s painful too. His burst dmg is already high to begin with… Then add spikes in that mix with a healing bubble and 25% aa speed…

Why must Symbiote exist. :frowning: (jk, I must go and wash off my salt)

I disagree with it shutting down the stab talent.

Which it does is more make it a “if melee, stab, if ranged, damage” in many cases.

And I don’t like that itself—but I believe it would be better for the long term balance to move adrenal away from the attack speed buff.

And as I noted, this is more of a “band-aid” fix which should be roughly as strong, but eliminate a few combos the buff being attack speed instead of damage causes.

Oh, LOL!
HAHAH.
I forgot to say 25% more attack damage.

Whoops. Yeah, I get why you responded like you initially did.

Fixing a talent which enables combos which can make the hero “insanely strong” allows more general buffs of the hero.

But yeah… he does need help/changes in more than one talent.

i don’t mind changes to heroes for the better, 25% all damage = spells too, that’s bonkers if you put it into practice.

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Yeah, as I noted, I meant of say attack damage.

Adrenal Overload gives % hp shield each second (imagine Tassadar’s Plasma Shield talent at 4 lvl).

25% CD recharge is, mathematically, one second off of every four seconds of CD, yes?

Doesn’t this seem like it’s trading problems up? Suddenly anyone with baseline CDR, Mura stun comes to mind, is the one benefitting. 10% damage for being a hat is also fairly nontrivial. It also makes his interaction more passive-- dip onto Guldan, charge his dot damage. Don’t barely gotta do a thing; at present it only benefits you outside of blinds and within range, but your version has more implications for passive Abathurs and playstyles.

I dunno, maybe that’s just me. I think Abathur would feel a lot less awful if hats and mines shared a range, but then it’d all but make Abathur just gankbait if he wanted to hat outside his side of one lane…

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If you mean mines range map to current symbiote mine, absolutely.

If you mean the other way around… no. Just no.

Hat working inside his current radius for mines.

Clever players on the enemy team can triangulate him, and he plus his team can use fakeouts to pull people away from his locale. It means Abathur has to be near fights ish, so if he’s hatting out by your core you know a quick roamer like Malth with OAPH or Zeratul/Nova with their cloak speed, you can pin him down.

It just makes him less ‘indirect,’ and he is conversely only allowed to play safest (from the base, ergo unhittable) then when the enemy has roughly pushed into the second towers. Meanwhile he has to push his positioning to move hat between lanes, keep him in fights. It means that enemies can kite his allies out of hat or else he has to keep actively repositioning.

I just worry that such a system would fail on the grounds that it would then conversely render Abathur too hard. Constantly moving and minding position, yours and your allies’ and enemies, could make him a chore to the point that people just say ‘well just pick X instead to do Y job,’ and as oppressive as he is he doesn’t need to be gutted either.

I was hoping frequent players and Aba mains could chime in. Would Hat sharing the Mines’ current range be an overt nerf? Could this system work with adjustments? Should it be scrapped?

It will. If you get out of range as aba then your team lose your hat until you get in range again so his hat has to be global

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Abathur is a niche champion who requires insane amount of micro and map awareness. I kinda consider myself a pretty good Aba and if i see a nerf on his Adrenal i will just forget he exists lolz. That talent is the core why he is picked maybe 50% of the games he participates which are few and he doesnt have anything over prolly 50% win rate at masters/gm by my prediction. Because there are alot of “hate” threads about someting casuals dont understand and just want it nerfed does not mean should happen.

Turning it into a flat spell damage boost or basic attack increase could work, but I would like to see attack speed and cooldown reduction dropped completely because of how well it synergizes with some things (Raynor and Cassia combo attack splash, faster buildup of haste for Valla and many other battle momentum talents which gain a lot of power, giantkiller and Anub lvl 16 beetle spawns included).

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I’m an aba main. Hence I called it terrible to start.

You would need the range to basically be global.

It would require aba to have massive talent buffs at higher tiers. To compensate for the massive risk increase you get in late game.

Basically you’re making Abathur even more snowbally when heroes who are “OP” with his symbiote to be even stronger.

It wouldn’t be an overt nerf, if no buffs were made alongside the change. It would just Kill Abathur.

Not a nerf, a death.

So, if I may chime in.

I believe that the main problem with Adrenal Overload is that’s it’s the one talent that encourages you to sit your hat on 1 hero rather than doing the hat dance. In general, Abathur wants to do the hat dance. 90% of the time when Abathur takes Adrenal Overload, it’s because he’s going to be sitting on a single hyper-carry hero all game. An entire talent literally designed to let an ally hyper-carry feels like bad design to me.

Tying the boost to carapace, whether it’s an attack speed boost or replaced with some damage boost, would be a good way to allow this talent to weave into Abathur’s “normal” gameplay loop in a way that it is currently not suited for.

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