There are a lot of heroes that are either old and/or problematic.
Let’s fix that.
Here are (mostly) my ideas. Some are from friends on discord.
Kinetic
Passive base damage reduced
A reduced base damage, increased WP Ratio
B Overdrive removed
B - > A stun unlocked at 200 CP
C WP Ratio increased
CP Kinetic is actually very well designed. She does lots of damage, makes use of the stacking passive in a much more interesting way than WP Kinetic and has ACTUAL WEAKNESSES. These changes are mainly to push the bruiser Kinetic build out of style and to encourage a WP Kinetic to actually use their ult for once.
Grumpjaw
Passively deals bonus WP damage on AA (2.5% + 0.5% x missing living armour stacks). Heal for 100% of this damage.
A range increased, cast time increased
B rework: Grumpjaw slams his arms in an area in front of him. This has a small delay and displays an area indicator. If in the center, this ability stuns and slows. If hit by the outside, this ability does 50% damage and only slows. Slow strength and duration scales off WP. Stun duration scales off CP.
When I think of Grumpjaw, what I think is of a character that uses their massive size in their abilities. His A and C made good use of this, and make you feel like a dump truck. Unfortunately, his B is more… pathetic looking? Plus, it’s honestly not very good, and you’re going to get kited late game. This kit allows Grump to more effectively set up for teamfights. Sure, he’s still going to get kited, but as long as he’s hitting a bruiser or captain he can keep himself healthy. WP is more focused on catching out a team of enemies and duelling bruisers with some attackspeed items, where CP is about bursting and locking down a single target with the ultimate.
Kestrel
A 110% WP Damage ratio overdrive removed
Increased armour pen on Overdrive (20%)
B Stun is unlocked upon 200 CP. Replaced by a heavy slow until then. Base damage and CP Ratio increased.
C WP Ratio increased
WP Kestrel is problematic. She has very few counters (Fort. uhhhhhh… Varya?), and whenever she’s in meta, everyone hates it (except Kestrel players, of course.). She’s meant to be a bruiser counter who destroys armoured targets who she can kite, but she can also deal a staggering amount of damage to other ranged characters that she outranges (Vox big OOF). Her trap is also fantastic for keeping long range threats (what SHOULD be countering her) from feeling safe, even when she’s WP, especially with their general lack of mobility. Although she isn’t particularly meta currently, these changes are IMO much healthier.
Also her WP Snipes are pretty meh so I bumped it up.
Joule
Reduced base armour and shield at level 12
A ranks increase armour/shield on passive
A CD reduced
C charges up based on damage dealt and taken (calculated without passive), deals bonus true damage based on damage dealt
Joule is an interesting one. The idea of this is to make her C less of a dead ability for WP while not reworking anything for her CP path. The idea is to give WP more of a focus on utilising her big, bulky passive and using her ultimate as a finisher.
based on damage taken (calculated without passive) means that charge is calculated as if the passive didn’t have any effect, but the damage actually taken is reduced by her passive.
Ringo
A increases the damage Ringo deals to slowed target for a short duration.
B movespeed increased, but is removed when slowed for over 50%.
C base damage reduced, CP Ratio increased, WP execute ratio added. Channeling time increased.
Ringo is the RANGED DUELIST. He should be able to approach, deal a bunch of damage and finish you off if you step out of line when you’re ranged, but he should be countered by melee characters who can touch his beautiful backside. The C execute ratio exists as a way of making it less of a dead ability, where Ringo can finish off opponents who have escaped his grasp more effectively, and perhaps even through a vanguard.
Give me your opinions and feedback down below.