Hi. This is not a political post (“Venture is good/bad”), just suggestions that could be interesting.
— Health
I’m not sure why using abilities generates shield health instead of over health (like doomfist), since it doesn’t last enough to regenerate anyway. Change to overhealth? [Answered by first comment]
Perhaps set base health to 275 and have 25 overhealth generate when using abilities, but cap at 300 health; too much number flickering occurs when you’re taking DoT/someone is healing/shields are going away
Like doomfist, hitting X enemies out of burrow could generate more overhealth
— Drill dash
Like reinhardt’s charge, make it possible to influence direction slightly while drilling, subsequently affecting the velocity (direction) on entities
Could either make dash delete some projectiles, OR, induce damage reduction (25-30%, but numbers are for the balance team to test). Can encourage interesting gameplay.
— Primary weapon
Could make ammo infinite, yet add weapon heat just like Orisa. Overheating can either reduce damage, rate of fire, or lock out all abilities.
Could make a hold-mechanic. A quick left-click can shoot normally, whereas left-click-and-hold could extend projectile further, whilst reducing rate of fire due to waiting for projectile to explode. Projectile could be detonated on demand by releasing left click. Can greatly help deal with flyers, or make the fights more consistent.
Projectile should inflict self-damage, but apply more knockback to the player, similar to what Pharah players do, yet maybe it can only be more horizontal if “rocket jumping” is taboo. Can encourage very interesting movement combinations at the expense of health.
That’s all I can think of. Let me know your thoughts; it would be cool to have one of these implemented or tested.
It does during ult but also you can heal a venture to their max shield health, supports cannot heal over health. It’s a balance choice more than anything probably.
This could be interesting but as is would probably just be really busted as an ability, giving that it would be able to deny cc abilities like sleep. While doing a ton of burst damage
A more mobile version of javelin spin could make for a really interesting ability but It seems so strong. Maybe on a new hero idk
This could be really interesting on a new hero too that uses it as a primary.
Kinda unrelated but it kinda makes me think of orisas halt and how it was kinda cool to have an ability that you could shoot and then choose when to detonate it anytime midair. Might be broken as a primary or secondary fire but I would personally like to see something similar back.
They kinda did this with April fools(?) sojourn where her e became halt but with damage and it was really fun how creative you could be in choosing where to place it.
Low-key… Maybe yeah. Idk if devs really want to many more rocket jump type heroes in the game and idk if venture really even needs it because they have the drill dash but mobility is fun so I won’t say no.
Good points. Oh and my bad, I meant drill dash should have damage reduction while in progress, I lost my train of thought then my brain filled in the gaps by talking about… shields.
I’ll edit; what do you think of damage reduction while drilling? 25-30% since it’s long, yet not as drastic as 75% like Cassidy. Numbers are obviously up to the balance design team to test.
I think that might still be too much just because venture already gains extra health so DMG reduction on top of that would probably be too much survivability, considering they already give it a small nerf to how much shields they gain from their passive.
And I don’t think you can make it DMG reduction instead because the extra health flows better with all the abilities venture has gives bonus health.
I like your thought process, although I think she already has too many benefits and not enough drawbacks. I would make one change to your list, being that she be unable to burrow if her weapon is overheated. I don’t think a full lockout is necessary, just burrow.