I’d probably rework the divine commune
I like those changes, here’s something I like to see happening:
Butcher might be a little to reliant on trait and I think making it 200 stacks isn’t a good design, so I was thinking we cut the stacks by half without effecting the final damage.
However, stacks are now 10 per hero but also make it so that Butcher can gain some fresh meat when killing camps, on death he loses 10 instead of 15.
Overall, I think this will less likely to be a feast or famine while still be able to finish it outside of many different alternatives that isn’t just “inting 5 times twice”.
And if its too much, number changes won’t hurt including meat stacks.
Butcher is currently tuned in a way that even post meat completion, it is very possible to stuff him out without any major loss with CC and whatnot due to the predictability of Charge and Lamb and everything else.
so what if… (hear me out)
Butcher, upon successfully landing E, maintained unstoppable for 1.5 seconds?
I would still be able to out heal his damage doing a AA-lash build without lamb to the slaughter
I would love to see Ana reworked, she really struggles in some team compositions
That it’s main handicap and fixing it would make him too strong. Imagine charging in the middle of the other team and nobody could even interrupt him from casting a lvl 20 lamb on multiple foes, he would be immediately in range of attacking those targets with no efforts. Like i see it, it would be too strong.
Also there is a unconventional build that can be used to overpass that problem and make him do a strong burst at opening. (cheap chop at lvl 4 + furnace at 10 + savage charge at 13).
This would definitely make him uber cheat. He would get stacked in no time in any game and would be able to solo all the camps of the map.
A change like that would immediately leads to a nerf of his stats when he get stacked and personally i wouldn’t see something like that happening.
Some minor tweaks on Kel’Thuzad who I have been tunneling far beyond the point of losing my sanity.
Reader discretion is advised: I am an A.I scrub. Reading the following might result in a migraine for those who play ranked, QM, or/and have more brain cells than I do.
I’m not gonna tinker with his direct damage to heroes, as Kel’Thuzad when he comes online just becomes a dry eraser when played right. More just making some talents more enticing to use.
I’m also keeping this open for tinkering and writing instead of a ‘final word’ as while I might think these change are okay, they might not if actually applied, and the rest of ya’ll may see issues that I cannot see.
Level 7:
Accerlated Decay: Applicable to minions and enemy mercenaries. Thus increasing Kel’Thuzad’s laning capabilities as well as making the talent more enticing.
Ice Cold: Reduction increased from 10 to 12 as a start. Perhaps upwards of 15. The idea is that the talent becomes a more interesting pick against isolated heroes.
16:
Arcane Echoes: Increase cooldown from 1.5 to 2 seconds as a start and see how that goes, and/or increase range of Death and Decay by 10%-20% for extra pokes. This talent suffers nearly the same as Deathchill in need the stars to align in order to get the most out of it.
Level 20:
Deathchill: As a start, increase the initial blast radius and any explosions afterwards by 20% just to see how that works before doing any further tinkering.
Alternatively for no other reason than to ensure whomever gets chased by the disco ball of doom is unable to move until the next United States presidental election increase the root duration by 1 second, the slow by 1 second, and the slow percentage by 10% because why not?
Deathwing. Because this perma unstoppable clownfiesta should not have been released like that.
I don’t think I could name a more boring tank than Arthas, in my opinion. I’d personally rework him to be a regular damage/DoT hero, all about the World of Warcraft Unholy DK Spec, it would also reflect the history of the Lich King, as it was Ner’zhul who originally made the Plague of Undeath.
OR, I’d change his kit to be more about life drain/blood magic instead of slows and frost magic, with Blood being the current DK Tank Spec in WoW and it would also reflect the history of Arthas in specific, as he made the vampiric San’layn.
forget the changes bring back my beloved OG sylvanas:)
has any hero improved from first version? im pretty sure old sylvanas would kill current sylvanas pretty easy.
and how about a brawl mode with original heros vs new heros.
brawl had alot more to offer than aram. this was not a fair trade:(
Gazlowe and Azmodan both were almost unplayable jank before their big reworks.
Raynor was 25 QoL updates shoved into a buff package and called a day and universally saved the character (compare old Raynor to release Fenix )
Old Sgt. Hammer was even more polarizing than modern day Sgt. though some people would call that worse instead of better.
Really I can’t think of many characters that are just strictly worse post rework. Old Tassadar is probably the closest I can think of of something get worse post updates, but that was only due to the actual concept of high templars (stationary artillery mages) translating poorly into HoTs compared to others like Chromie, and he only really is worse at high ranks where people are both good at exploiting artillery mage weaknesses and where people were actually playing old Tassadar to his biggest strength.
Even Sylvanas I’d argue is better, getting a second functional ult and actual dueling/teamfight capability and not being stuck with poor tuning thanks to a broken passive is (in my opinion anyways) better than old Sylvanas where her capabilities were locked behind being the character carrying that crazy passive.
OG Sylvanas was overtuned for sieging and struggled to fight anyone. New Sylvanas would demolish old Sylvanas in everything but sieging. Even that would be iffy as just mean mugging old Sylvanas ran her off.
She had roughly the same amount of health as Kel’Thuzad, had a horrible heroic before gaining Mind Control (which was channeled), had way too many siege talents, and her damage against other heroes was not good.
I remember those days where I would sit in a lane and hoped the bots would leave alone, because it took was a skillshot or two to run me off. Left alone though OG Sylvanas would burn down a lane, but that did not happen as often as I would like. While I do somewhat miss those old days of being able to burn down an entire lane, I do not miss them enough to swap models so to speak.
If OG Sylvanas was brought back she would nose dive to the bottom of picked heroes. Especially since Mercenary Queen no longer effects Samurai camps which made her a very strong pick on Hanamura.
Valeera, the build of “I only press Sinister Strike” is super lame, and her whole design is weak due to her complete reliance on maintaining stealth and the cooldown on which it hangs.
Azmodan was probably harder to stack but i remember games where he was insane,especially on hanamura where he was able to rush forts and keeps and was almost unstoppable, he could even suicide on the process, it was still worthy.
I also remember meeting an Azmodan in TL on Tomb of the Spider Queen and the guy reached “500 stacks” in like 7min with an adapted team (i remember he had Johanna as tank), we absolutely couldn’t do anything against that strat and he was destroying us like never seen before xD (if I recall correctly, old Azmo was earning 10 stacks if he was able to kill players touched by an orb under 1.5sec, so after getting enough stacks, he was even able to turbo farm on our head. It happened only one time but i still remember that humiliation and it still makes me smile.
I have always been a bad Azmodan (played it before the rework), but i remember him being funnier to play before the rework, the fact nobody could predict where the orb was landing, was the funniest thing ever.
I also remember his 1st version of “black pool” (now it’s called Pool of Tides) which was also buffing every source of damages (including his minions) and not only his orbs, they changed that because it was probably not intuitive for beginners to do Alt R, but it’s clearly one of the changes i hated the most, with of course the removal of the stealth orbs.
Deathwing being an unstoppable force of destruction is fun though. Don’t forget he pays for it by being impossible to heal or buff cause he’s too snob to take anything from his Allies. Also, play DW vs Junkrat and keep going outta your way to walk over to his Bear Traps and squish them underneath Deathwing’s mighty feet so they can’t harass your Allies and try telling me that making Junkrat miserable isn’t fun…
IMHO, DW’s real problem is his Destroyer Form W and E don’t really feel anywhere near destructive enough Unspecced and DWs that Spec those would need to Feedback on how they feel cause i’m a Q DW. I’m a Q DW though partially because his Destroyer Form W and E feel underwhelming but his Q feels real satisfying so I can’t quit feeling that it’s his Q that’s most worth speccing into and I use World Breaker Form most times and am not dissatisfied with World Breaker Forms’ W and E unspecced performance, especially combo’d with specced Q.
Also, in regards to Sylly Girl, on the one hand, I can miss running W build in combo with Old Trait on old version, but on the other hand I enjoy running New Sylly Girl’s Mercenary Queen themed build. To me, her old vs new can feel kinda like a TF2-style ‘side grade’, neither seems better or worse, just different flavor.
DW being unstoppable as his main power should be the least of his concerns. His hit box is one of the biggest in the game. Also one of the slowest moving heroes. Cant be healed. Cant mount up until his Z is ready and out of combat. All his attacks tells you were they will hit.
But if he seriously sees DW as a threat right now then he dont play his own heroes well enough.
It broke the design rules (hero state indication above the name, healing mechanics) and is just a development clownfiesta. Given how boring the overall design is and how slow the hero casts the spells, it’s just not worth to go this path. They could have released him much more fun to play and still following the rules.
Valeera. The poor blood elf has been in need of some help for the longest time. I think everyone here could easily write a book on how to fix her.
Just changing out what her talents do would help tremendously.
Like for example:
Vigor: Instead of energy regen, give something like 30-40% energy cost reduction, and after getting 20 regen orbs, she heals much faster while stealthed, let’s say 50% as a start just to give her some level of independence. It would not only take away the necessity of insta-clicking Relentless Strikes at level 4. Of course, the other talents on that tier would need tweaking as well.
Also the combo which can do quite a bit of damage to squishes, which the slow is quite good for the enemy team for a follow up for a kill. That is not to mention the heroic.
He is exceptional in compliment lockdown comps, which are yes hard countered with a singular cleanse but there’s a lot that can be done when the CC gap is just further extended to make sure the kill is confirmed.
Tanks are designed to create space and heroes like Butcher and Alarak help in that problem. In case of Alarak he forces the space for the tank to do its thing (very reliable pull), Butcher extends that space influence further once the tank does its thing.
Once people figure this out he will go from garbage fire to respectful, maybe needs some QoL but he’s legit playable than what people give credit to him.
Also Butcher Q build is disgusting, like literally that range, duration and amount on the slow he makes after 16 is anxiety.