Its a great character concept, the pick rate doesn’t make sense for them as devs. I know they’ve stated in the past, that they are fine with certain characters not being balanced for HL/ super situational/ one tricks. cool.
But this one doesn’t make sense. Win rates aren’t everything; when you have a counter play character that only a small % of the pop specs in.
I also understand; that while he is fun to play, he is not the most fun to play against, and i suspect that is the real reason.
But i think a lot of that changes when you don’t always see the Triple charge (W) build… and maybe a few gameplay friendly tweaks centered around it.
Easy changes, meant to stabilize.
XP globe/ gazlow scrap mechanic for recovering CD on his pylons.
– “Pylon drops a “crystal” recovering it lowers Pylon cd by 3s.”
Too many heroes can easily DPS them down. The problem isn’t that it defends against his set up/ current threat.
The problem is there is too much time in between him being able to do anything… it’s fair when he’s set up; but his set up time is not respectably recovered after successful pressure.
T1 - Echo pulse - added baseline: deals 25% dmg on return trip. The talent can increase this to 100%.
It scales well with its natural T3, so no additional buff is likely needed.
T3- Rift shock (E) - Adjusted functionality : No longer universally increases dmg dealt by Probius to hit targets. Instead increases dmg dealt to hit targets, by his other by base abilities and basic attack (but by a larger %).
Eg: hit targets take 45% increased dmg from Cannons, Basic attack, and Pulse (Q).
there is potential to create more flex with T1’s and heroic with a little more tuning.
Having a baseline version of echo pulse, also keeps the lost power with T1 (W) strong and more friendly.
That’s all.
Echo pulse baseline
Scrap for pylon
Rift shock doesn’t work for Triple charge blow up dmg, Or Pylon ( R ). but more pylon uptime mid fight.