This is one thing I’ve always found very dissatisfying when playing the game- when a hero, usually wp has an ability that simply doesn’t scale up in damage for the entire game besides by levelling it up. Examples include Glaive’s bloodsong, Krul’s spectral smite, more or less all of Skye’s abilities and wp Ozo’s Acrobounce amongst others. The consequence of this is that in the mid game, for example a Krul B is going to be a primary source of damage for him, similarly a nicely woven in Suri Strike/ death from above is going to increase a weapon power skye’s Dps, however as these have no ratios, as soon as they’re maxed its downhill from there- I’ve ligerally had people as krul or Glaive one auto from death, and hit my fully stacked smite or fully stacked Bloodsong and done no damage.
My opinion is essentially that no hero should have an ability that actually has a negative effect on there damage output when compared to just mindlessly auto attacking. The reason this happens is because A there aren’t WP ratios on these abilities and B because everyone in the game be it a carry with aegis or support with fountain will have shield.
How can they solve this well putting a block on metal jacket and pegging back it’s armour stat will stop carries from mindlessly buying aegis. Also since piercing is now a passive, maybe make it similar to Vampirism and rename it to defence breaker and have it pierce through armour and shield, meaning that a Glaive with tension bow or a Krul with bonesaw will have a little extra bite in his smite.