Basic jivey: assume I posted Arantis pick history, talent trends, player perceptions, casual/pro meta opinions, etc etc and use that to rationalize that the current trend of reworked Bruisers ‘breaks’ the heroes to save them from their previous mediocrities by making select aspects OP with a new/overhauled kit.
However, I won’t conceive gazlowe/d.va level overhauls on their talents, basic abilities, heroics, and traits, so I’m just going to work with what already exists.
Proposal:
Talents
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Level 1
-
Zealot Charge (W)
- Moved from Level 20.
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Protector of Auir [Passive]
- As is.
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Amateur Opponent (W)
- As is
-
-
Level 4
-
Reactive Parry (W)
- Moved from Level 1.
- Adjusted functionality:
- Using Twin Blades grants 1.5 seconds of physical armor. If an enemy hero is within [ ] range of Artanis and attacks him in this duration, then their attack speed is slowed for [ ] duration.
- Adjusted functionality:
- Moved from Level 1.
-
Psionic Synergy (E)
- Adjusted functionality:
- Hitting an enemy hero with Phase Prism grants [ ] shields for 3 seconds.
- Adjusted functionality:
-
Shield Surge (Trait)
- As is.
-
-
Level 13
-
Templar’s Zeal (Q)
- Removed
-
Graviton Vortex (E)
- Removed
-
New Talent: Mantle of the Dark Templar (E)
- Hitting an enemy hero with Blade Dash reduces the cooldown of Phase Prism. Hitting an enemy hero with Phase Prism reduces the cooldown on Blade Dash.
-
Triple Strike (W)
- As is.
-
Phase Bulwark (Trait)
- As is.
-
Templar’s Zeal (Q)
-
Level 16
-
Plasma Burn (Q)
- Moved from Level 20.
- Adjusted Functionality:
- Increase the damage dealt by Phase Prism by [ ]. Enemies near targets hit by Phase Prism take 70 per second for [duration].
- Adjusted Functionality:
- Moved from Level 20.
-
Titan Killer (W)
- As is.
-
Force of Will (Q)
- As is.
-
Plasma Burn (Q)
-
Level 20
-
Blades of a Templar [Passive]
- Moved from Level 16.
-
Shield Battery [Trait]
- Moved from Level 4.
- Adjusted functionality:
- Can be activated to gain [ ]% of maximum hp as a shield.
- Adjusted functionality:
- Moved from Level 4.
-
Blades of a Templar [Passive]
Xenterex Comment: The goal of moving Zealot’s Charge to Level 1 is to adjust how Artanis can control how he engages in team fights. On-next-attack mod abilities are usually used after a basic attack to increase the damage dealt, but with the charge function of Twin Blades, that distance means Artanis is not getting that attack in and trades dealing damage for closing the gap. While this was normally a higher level talent, given how defining his Level 1 choices can be, the opportunity cost should be fair and shift how Artanis picks builds to suit the earlier choice.
Shield surge has typically dominated Artanis’ level 4 choices and has been the most successful talent as well. Since it takes a key aspect of Artanis (his trait) and makes it better at key moments (when he needs shields the most) it’s not surprising that other options aren’t picked as much, nor are they as successful. The goal here is to try to adjust the appeal of other durability talents and shift how they work with his later picks. While armor on Artanis can be powerful, he already had options for both physical and spell armor, so having yet another armor option tied to a skill shot felt redundant and unreliable. While the skill shot aspect remains, having shields on proc means the effect is boosted by opportunities allies can provide armor (since armor sources no longer stack) and ease some of the anti-synergy healing artanis can have with his trait by giving him a source of shields regardless of his hp level.
Many hero reworks have tried to streamline the amount of talent choices down to 3. While players like having more choices, the reality is that many tiers with 4 (or more) options suffer on variety viability. So this change combines some of the effects of two options into 1 basic goal: to enable Artanis to cast his combo more often. This may provide him the opportunity to swap an enemy in, and then swap himself back out.
For Level 16: Adjusting the functionality of the Aoe damage from Artanis while he has shields to instead be on the enemy target can benefit Artanis players to consider where they swap an enemy and otherwise gives him a more spell-like damage source to flesh out the fantasy of the [b] Alone [b] scene in Legacy of the Void where Artanis showed qualities of being a High Templar, Zealot and Dark Templar. Depending on the duration of the effect (unlisted since I don’t offer raw numbers) Combining this debuff with the cdr combo from the new Mantle of the Dark Templar talent could mean that Artanis afflicts several targets that end up burning each other and taking considerable aoe damage.
Regarding the change on Shield Battery: Every bruiser has access to an on-demand active to increase their durability except for Artanis. Some have shields, some have armor, some have statis, but they all have some way to protect themselves at a specific moment and Artanis could really use a similar effect to help him stay in the fray.
So that pretty much concludes my iteration suggestion: I’ve looked to ‘ruin’ the hero by shifting some talents that could make him “broken”, I’ve looked to move a few talents to change builds (and ruin how players ‘main’ him) and even added a potentially unwanted new playstyle to really edge out all the passionate players that push their play to the upmost to make the most of their Hierarch.
Questions, comments, confusion, screep caps, accusations and the like will all be welcome now
Edit note: Some topics have had posters claim that I would ‘ruin’ heroes if devs listened to me, so the topic of the title is based on those assertions and conflating that with responses to any hero rework that those reworks ruined the hero for said players.