First thing, and most important thing… I want to see Tassadar’s Archon be moved to his trait, but be placed on a long, Ragnaros and Alexstrasza type cool down. Now, Archon will also function differently. Archon will be much, much stronger, with more far more shields, health, and damage. BUT, it will come at a cost. You must merge with one of your allies. Clicking your trait on a nearby ally will have you merge with them to become a super powered archon. it takes a player out of the fight but you get a boss level entity on the field to wreak havoc on your enemies. This is to bring the fantasy of a true archon to life. Archon’s should feel big, they should feel brimming with power. And really, this gives the chance to use Archon more often. No longer being an ult choice, it fits with the theme of a high templar to always have the ability to merge into an Archon as a sort of last resort. I was thinking player one would control the archon, it’s movements and auto attacks, while player 2 will be able to use its abilities. Sorta like cho’gall in a way, or the protector on Volskaya.
(Quick note, there will be a small cast time to enter the archon state So you can’t use it to avoid death… or not easily… and if you die in archon both heroes who merged die as well. Also, the duration will be reduced to 8 seconds… from 10.)
I believe this change alone already makes Tassadar much more interesting, but there are more still I would like to add.
I want Tassadar fully reworked into a mage. I don’t want him to have shields anymore. Honestly that is the worst part of his kit. or should I say… always the hardest part to balance. It’s either incredibly strong, enabling certain assassins out of their minds, or is completely worthless. It’s made even more redundant by the fact that we have Zarya in the game already who applies very basic high health shields on allies. The shield mechanic on Tassadar I feel just doesn’t need to exist anymore, especially considering it really has too much focus in his kit, which made it to where all of his other abilities had to feel lacking just to balance it out.
Instead, I’d like for his Q to turn into a different ability.
Purification Orbs: Sends out three slow moving orbs in three different directions (Middle, left, and right. Think Genji Shuriken but wider.) from cast point. Each orb deals amplifying damage as they pass through a target. Targets hit by Purification orbs will be left with the de-buff (resonance) Resonance lasts for 5-8 seconds and allows Tassadars auto attacks to chain between all heroic targets that are effected by the resonance debuff if they are within range.
Yes, Tassadar will retain his channeling slow auto attack. But it has a purpose within the new rework I am concocting.
For Psionic storm. I want the damage of it to be increased, and for a new mechanic to be added on top of it. Now, when an enemy is standing in Psionic Storm, when Tassadar channels his auto attack on a heroic target, the beam will be enhanced. Visually the beam will grow larger and brighter, and it will do roughly 50% increased damage to those targets who are in the storm. Chained targets from the resonance debuff will be effected by the enhanced auto but only if the chained target is also standing within the Psionic Storm.
As for dimensional Shift it’ll remain mostly the same. However, with Tassadars new combat prowess it’ll need to be nerfed. I think reducing the invuln time to 1.5 seconds from 2 seconds would do. Maybe it’ll need more… who knows. That would require testing.
For his first Ult. It’ll still be force wall… but a Cooldown increase is justified. That is a very annoying talent for your enemies to deal with, would be especially strong with Tassadars new power. Increased to 15 seconds now.
For his second ultimate…
Hallucination: This will work differently than the actual version of hallucination… it is a bit of a combination of the dark Archons Confusion and the original hallucination. So, this will either be a short ranged point and click ability on an enemy heroic target, or a skillshot like Dehaka’s isolation. Either way, the effected target will go completely dark. They will not be able to see anything around them properly, the map will be dark, screen dark… and on top of that hallucinations will start to appear around the target. (Only the afflicted target will see these hallucinations.) The Hallucinations will be randomly spawning copies of the enemy heroes on the map. They will try to attack the afflicted target, casting abilities and auto attacking… but the hallucinations will do no damage, and will die in one hit. The Hallucination duration will be about 2 seconds to 2.5 seconds. This ult will be on a very long CD.