So now that I’ve had a couple of days to test the new Sylvanas and watched other people try her out on streams I can safely conclude that this Hero Update won’t change much in regards to her popularity/usability.
It’s sad to say but not much has swung in favor of our Banshee Queen, she still suffers from the same problems as before, despite Blizzard claiming otherwise.
Before I get into the nitty gritty I’ll just say that I’m a Sylvanas main and I’ve played her ever since the initial release in 2015 (?), I have well over 2k games on her (probably double that in actuality since the stats from beta didn’t transfer) so without bragging too much I think I know what I’m talking about in regards to my favorite Hero.
So, with that out of the way let’s just get into it:
- The Good:
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New Trait: More balanced, has both a PvP and a PvE component, the cooldown to active time ratio is 25% which seems fair. Personally I’d prefer a 20 sec cooldown with a 5 second duration (I get that the Stun duration would need to be adjusted as well) so that Sylvanas could use it in more situations instead of just saving it for pushes, but I’m fine with it either way. Sylvanas will definitely be a better duelist after the Update though sadly that’s not the area she was lacking in.
One small caveat I have with it is how the PvP component functions, you need 3 stacks to deal 25% bonus damage to the target, right? Great, but that means targets with 1 or 2 stacks are basically unaffected by Sylvanas’s Trait. That doesn’t seem like a very good design choice especially when you compare it to other Heroes with similar mechanics. Ana or Lunara for example, still get value even against targets that don’t have the full amount of stacks applied to them.
Suggestion: Make the bonus to damage a curve rather than a spike, something along the lines of 1 stack: 5%, 2 stacks: 12.5%, 3 stacks: 25% would make the Trait feel much more fair.
- Talent Tree: Overall more Talent diversity, less “single choice” Tiers aside from a few outliers. I guess I’ll just briefly go through the Talent Tiers:
Level 1: Not a very good Tier in terms of diversity, Unfurling Shadows sounds good but actually isn’t due to the massive W changes which I’ll talk about later and Overwhelming Affliction’s effect is too mild, plus the Slow only works on targets with full stacks so I have the same objection as I did with her Trait.
Banshee’s Curse is the obvious go-to Talent on this Tier, it’s powerful but most importantly reliable since it doesn’t depend on full stacks.
Level 4: No problems with this Tier. I think all Talents will find relative popularity depending on the Map and composition.
Level 7: Barbed Shot nerfed but also given PvP functionality, fair. Lost Soul, once again, not a fan of Talents the only work against targets with full stacks but I understand this one would be too strong if it worked otherwise, it’s alright, not great but not bad either. Now, Festering Wounds, a lot of people are giving this Talent a lot of flak but personally I think this will be my go-to since it instantly applies full Trait stacks to anything it touches, that’s HUGE and honestly I believe people undervalue this functionality.
Overall I think this Tier is fine, good choices all around depending on your preferred playstyle.
Level 10, Heroics: Wailing Arrow as good as ever, the new Mind Control better than the previous one since it doesn’t self-stun Sylvanas but at the same time is much harder to get value of since now it’s a skillshot and you can’t actually control the target’s movement. The only problem I have with this new Iteration of Mind Control is the cooldown, 50 seconds seems like way too much for what essentially is an Alarak combo or a ranged Varian taunt. I get the “ranged” part makes it much more useful but at the same time you can’t miss a Varian Taunt, you can miss Garrosh’s Challenge but it’s an AoE. The upgrade is amazing but the base Heroic, in my opinion, it too weak due to the relatively long cooldown. Though I still think Wailing will still be the go-to since it’s just easier to get value out of.
Suggestion: Lower the cooldown of Mind Control to 40 seconds, this would make the upgrade cut the base cooldown in half.
Level 13: Generally well balanced Tier although I feel like Remorseless is a bit on the weak side, perhaps increasing the bonus range to 1.5 would make it more appealing. I also noticed Windrunner no longer has that annoying 0.5 second cooldown between casts which makes it much better, though it’ll take a while to get out of the habit of spamming my E to cast Haunting Wave as soon as possible.
Level 16: Great survivability Tier, nothing to complain about, it’s very much about personal preference and team compositions.
Level 20: Mind Control upgrade is amazing, maybe even a bit too strong, Wailing upgrade still not worth picking. Removal of Fury of the Storm, not sure why since it wasn’t very popular anyway and you didn’t buff Sylvanas’s AAs to justify this. I was honestly hoping you’d remove Bolt of the Storm or at least given Sylvanas her own unique version of it. Withering Barrage, great, definitely worth picking. Overall this Tier received some questionable changes, it could’ve been better.
- The Mixed:
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[Q] Withering Fire: Okay, so here’s where I’m starting to have serious issues with this Update and where most of Sylvanas’s problems stem from in my opinion. I like the range increase and don’t mind the removal or charges that much but at the same time this Update’s objective was to make Sylvanas a respectable team fighter, right? But what was the issue that made her so mediocre in team fights? I mean, a good Sylvanas could easily top Hero Damage even before this Update so what was the problem?
Here’s what: Lack of FOCUS in her damage output combined with the sustain-y nature of it. It doesn’t matter if you can output high damage numbers if you give your enemy time to recover or divert your damage.
I’m sure you’ve seen people bragging that the new Sylvanas can deal 5-6k damage in Try mode, what they fail to mention however is that it takes her 5-6 seconds to do so and that you have very little control over where that damage goes in a team fight scenario.
This is the underlying problem with Sylvanas, it’s not the damage numbers, it’s not even her squishy-ness, it’s the lack of CONTROL over her damage output.
Which brings us back to the Q changes which on the surface might look good but in reality are a pretty substantial nerf, no more charges so now you have even less control over your Qs and a 50% nerf to animation speed which dilutes the DPS even further.
Suggestion: Make Sylvanas’s Q a point-n-click ability, this will finally fix the issue of focus and diluted DPS Sylvanas still faces in team fighting scenarios. Nerf the range if necessary but this is the kind of change Sylvanas desperately needs if she is ever to be considered a worthy pick alongside Heroes such as Fenix, Hanzo or Hammer.
- The Bad:
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[W] Shadow Dagger: I’ll just get straight to the point, this Ability is practically useless now, ESPECIALLY in team fights. Not only does Sylvanas need to AA the initial target for Shadow Dagger to spread but also the spread itself is limited to a VERY, VERY small area around the target, so what we ended up with is practically a single target version of Shadow Dagger that deals less damage than before, doesn’t spread nearly as far AND doesn’t apply her Trait.
Honestly this version of Shadow Dagger feels like a waste of Mana most of the time since it’s very difficult to get any significant value out it beside waveclear and even then it’s questionable.
This combined with the nerf to Lost Soul makes this Ability pretty much useless in team fights, the damage is even lower than before, the spread is laughable, it’s just bad, really, really bad.
Suggestion: Significantly increase the spread radius OR give it additional functionality where the spread bounces off targets one additional time for every AA against the initial target, which would translate to 2-3 spreads depending on your timing.
- PvE/Mercing: Another unfortunate side effect of all these changes is that her PvE damage output has been pretty much cut in half, if not more. No Q resets off minions, W range nerf, Barbed Shot reworked functionality and Trait changes, all of these translate to a much, much lower PvE damage output which sadly I don’t think has been compensated for in any other area of her kit. So now we have a Hero that’s somewhat better in duels, worse in team fights and quite awful at Mercing/Boss racing. Seeing the new Sylvanas trying to take a Hard Mercenary camp is a pitiful sight.
Suggestion: Remove the 3 stack requirement from Mercenary Queen and also make it apply to Bosses (the 30% extra damage part).
In Summary: As I’ve already said, I don’t think this Hero Update will shift Sylvanas’s place in the game a significant portion in any direction due to some highly questionable changes I mentioned above and the fact the the underlying problems which made Sylvanas an undesirable pick went mostly unaddressed. Between the Q animation nerf and her reliance on AAs the new Sylvanas to me feels slow and clunky, she definitely lost that nimble, elusive, satisfying flow which made me take interest in the Hero.
I hope Blizzard will reconsider some of their design choices otherwise I’m afraid we will have to wait another year or so before Sylvanas finally becomes a competitive-viable Hero.
Thanks for your time and have a good day!