Buffs
Reduce the diving animation and how long it takes to get into the ground, making it much more forgiving.
Increase the speed of Venture’s drill dash under and above ground.
Increase the overall movement speed while drilling underground.
Compensational nerfs
Loses all shield gain (the trade-off being speed over sustain).
Is now able to be knocked out of the ground while diving, basically adding an interaction where, after the little rock mound takes enough damage, it kicks Venture out of the ground. (The trade-off being that the diving animation is now more forgiving, and now Venture is capable of getting into and out of positions faster; however, Venture can now be knocked out of the ground, so now while engaging, Venture is vulnerable.)
The whole point of these changes is basically to make Venture’s kit feel more fluid to play with and against while also changing the kit so the hero is actually viable in many situations (comps) instead of just being another niche character that gets kicked to the curb after their season has ended. (Seriously, the feast or famine hero designs we’ve been getting, i.e., either they’re useless or they’re broken, really suck ;-;.)
I dont think its necessarily hom0/trans/nonbinaro/queerophobic of Poom, wanting Venture have Venture’s kit reviewed, and have it adjusted to Venture and Venture’s gameplay accordingly.
Maybe Venture needs Venture’s kit tunned down, because Venture may be overperforming other (meant as plural addressing multiple) heroes in the eyes of other (meant as plural addressing multiple) players.
I (meant as singlular pronoun of my person) just personally don’t think so.
The only balancing I think venture needs is a faster dig speed and +25hp I like that they have to be up close and I like that they can easily get punished if they mess up a combo.
I think the problem with trying to change the numbers instead of the kit itself is that no matter how much you change it, either Venture’s going to be an extremely niche character that’s going to be mediocre at best or the character is just going to be completely broken because the developers are going to have to super-buff the kit just for the character to be valuable.
If anything, I don’t know about ULTs taking Venture out of the burrow because you shouldn’t need an ult to counter a normal ability, but I can see normal CC abilities, for example.
I think it would shift totally away from Venture’s ability to brawl, which is the focal point of the kit right now. Also, I’m pretty sure I’d get pulled out of the ground 100% of the time if people could shoot the dirt.
That’s interesting—what exactly makes Venture good at brawling?
From playing Venture myself and watching players like Samito and Dafran, the way players seem to play Venture is a lot like old DPS Doom, where you’ll engage with the enemies with the drill uppercut and then use your drill dash to disengage, or vice versa.
To be able to effectively brawl, you have to have the sustainability to do so in the fight itself; otherwise, you’re just going to get deleted as soon as you engage, i.e., Venture right now, and as time goes on and players start to learn how to counter the character, this is only going to get worse.
That’s why you’d have movement speed, so you can easily make use of cover as you’re traversing the map underground.
If Dive needs to be more forgiving, it should give more Shielding on startup.
Making it faster has problematic consequences when it comes to counterplay options- namely Venture being able to effortlessly avoid a number of different ults and abilities on reaction.
It’s a brawl kit in that all their abilities are close-range, especially the high-damage quick melee. The passive shield gen on ability usage offers some sustainability, and being able to knock people around helps keep them from being able to get away, but you’re right that it is tougher for Venture than other brawlers to stay alive without heals or quick team follow-up.
I think your changes would make Venture more like old Sombra, who wasn’t incentivized to stay in a fight, just to engage and retreat.
I’d like to see Venture get some more survivability at the cost of damage, because I really like the kit and want to use it the way ot seems like I’m supposed to.
Well, the changes I’m suggesting don’t make the character play that way; the character already plays like that. Engage with one cooldown, do whatever you can until you need to disengage, and then, while you’re disengaging, poke from a distance with your primary, and then rinse and repeat. Venture plays a lot like old DPS Doom.
What I’m suggesting is to just lean into how the players are utilizing the kit right now and make the character more effective in doing so.
This would make a lot more sense for a tank character than for a DPS character. Taking away damage from a character in a role whose primary function is to put forth damage to secure kills and apply pressure only lessens the overall value of the character in that role. Lol
SUMMARY: Venture is essentially a higher damage sombra if you choose the flank playstyle, (and a pretty decent brawler/ team player, she’s a flex character) they aren’t op because most people know how to play around them, overwatch needs to give hanzo a one shot headshot, AND PLEASE NO MORE FREE DAMAGE ABILITIES GIVE US ANOTHER HIGH SKILL CHARACTER!!!
? That’s wrong, what usually happens is a new character gets released, really op (except LW) cause no-one knows how to counter them, they get nerfed, people figure out how to counter, get buffed, then balance. I actually think right now venture is quite balanced other than ult cause unless you flank there’s so much counterplay it’s worse than high noon. Everyone already knows how to counter her, mainly stick with the team, but anyway a character doesn’t need to be super op to be viable. Venture singles out enemies with an ability (like sombra) gets free damage with her abilities (like sombra) and kills with primary fire + melee (sort of like sombra.) That combo does 350 damage enough to kill any DPS or support, as long as they’re away from the team.