After playing Venture for a while, including in ranked, I’d like to provide feedback to the developers, and hopefully start a healthy discussion. I know developers prefer only feedback on what feels good and bad, but I also want to mention how I would try to improve Venture based on feedback I’ve read from both low and high ranked players that I’ve seen on the forums and other media.
TLDR: There is a disagreement that seems to correlate with players’ overall skill, with many lower rank players saying Venture is too hard to kill or does too much damage, and many higher rank players thinking Venture is decently balanced, and could even use a small buff/QoL changes. I try to explain why this happens and what could be done to reconcile the two groups of players by raising the skill floor and skill ceiling of the hero to make Venture less oppressive in low ranks but more viable in higher ranks.
Positive feedback:
- Venture is an incredibly unique hero in terms of design, mechanics, and playstyle, this is what we need!
- Doing animation cancels/combos is satisfying and rewarding.
Negative feedback:
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There is a big discrepancy between how the lower ranked and higher ranked players react to Venture’s power level. See below:
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I’ve seen a lot of people say Venture is too hard to kill or does too much burst, whereas at higher ranks people think Venture is easy to punish. I’ve seen this not just on the forums, but also myself as I’ve been playing Venture in ranked.
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A similar disagreement surrounds Venture’s ultimate, where many say Venture’s ult is too strong, but at higher ranks the enemies run through Venture’s ult and kill Venture before Venture can retaliate.
These downsides will make Venture hard to balance with the current mechanics, since buffs that make Venture more viable at high ranks will make them unkillable in low ranks, and nerfing Venture to accommodate lower ranks will make them even worse against higher ranked players.
While I agree with most higher ranked players on Venture being in a decent spot, I don’t think we shouldn’t do anything about making Venture more manageable in lower ranks.
How I would go about improving Venture:
- Remove/nerf the Shield passive.
The passive sustain makes a big difference in lower ranks (the same problem occurred when Reaper had his passive buffed to 50% lifesteal back in OW1, and in lower ranked lobbies he was too hard to take out), but it doesn’t help much in high ranks since Venture gets melted by players with great accuracy/reflexes. It should either be removed completely or nerfed.
- Add immunity-frames to the second half of the Burrow animation or reduce the windup animation length.
Venture’s Burrow is impossible to use reactively/defensively because it’s so slow. This reduces some skill expression since unlike Mei, Reaper, Sombra and Moira who can bait/counter specific abilities by timing their immunity frames to avoid stuns or damage, Venture simply takes too long. It shouldn’t be instant, but making it closer to the delay on Sombra’s Translocate would make mitigating damage a skill-based ability, not a passive shield like we have now. Because this is skill-based, Venture would be less oppressive in low ranks while higher-ranked matchups would be less unfavorable towards Venture. Currently it takes about 3/4 seconds to become immune; I think reducing the delay to 2/5 of a second would be appropriate, especially if the Shield passive gets nerfed/removed. Some people suggested to increase the animation speed, but I think this will make the Burrow damage harder to avoid, which is a complaint I’ve heard in lower ranks.
- Venture’s ult could deal 120 instead of 130 damage so it can’t two shot squishies, but it should last longer, have a few more charges, and have primary fire available to discourage enemies from pushing Venture during the ult.
I would allow Venture to use the normal weapon shots during the ultimate. For this to happen, Drill Dash could be rebound to ability 2, and the Ultimate attack rebound to secondary fire. This would make the ultimate less deadly up front to help lower ranked players react to the ult, while making the ult less punishable at higher ranks where people have the skills to push and kill Venture even through the ult. It would also reward skillful Ventures since you can still kill enemies fast with the ult as long as you hit your primary fire shots, making it more viable in higher ranks.
- Add the Ledge Dash Venture tech back. This tech/bug was discovered in the playtest during Season 9, and sadly was removed as a bug this season:
Although this tech shares the name of Genji’s old Ledge Dash tech, it’s more similar to Doomfist’s Super Slam. Just like Super Slam, Venture’s Ledge Dash is risky because it consumes both mobility cooldowns, and the movement is predictable while you’re flying. This means the tech requires both precise inputs and timing/gamesense to use without feeding, much like Doomfist’s Super Slam tech that gives him more speed, but leaves him with just Power Block upon landing. Despite being harder to pull off than Doomfist’s tech, it’s just as consistent to replicate (see description of the Venture Tech YT video for instructions), which rewards high skill, hero mastery, and makes for great POTGs/clips. Adding this tech back in will make the hero more fun to learn and better to play at high ranks without significantly affecting lower ranked play, so Venture won’t likely need a compensatory nerf.
- Enable camera turning during the Drill Dash animation, similar to Doomfist during his punch.
Landing a follow-up shot after Drill Dash can be hard if the enemy ends up below or behind you, so adding this as a small buff/QoL will make Drill Dash a better when you use it to dodge an an attack or dash upwards.
- Lastly, I dislike how drill dashing into a tank makes you slow down to a crawl. I’m guessing this is because of the tank passive reducing your knockback dealt, which is tied to how far you push an enemy, and the reduced push distance translates to being locked in place. This makes a character that already has a big hitbox even easier to bodyblock, which I think isn’t fair considering how bad Venture already is against tanks. Maybe Drill Dash (like Roadhog’s hook or Rein’s pin) should displace enemies a set distance, regardless of the tank passive.
Thank you for reading my feedback. Even though Venture likely will not be balanced if these changes are implemented, it will be easier to balance afterwards since Venture will have a higher skill floor and skill ceiling.